Elemental Demise. If the Elemental dies, its body disintegrates into a warm breeze, leaving behind only equipment the Elemental was wearing or carrying.
Innate Spellcasting. The Elemental's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, thunderwave
3/day each: , tongues, wind walk
1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift
Multiattack. The Elemental makes three wind blade attacks.
Wind blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (Elemetals choice).
Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the Elemental can see within 120 feet of it. The whirlwind lasts as long as the Elemental maintains concentration (as if concentrating on a spell). Any creature but the Elemental that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The Elemental can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the Elemental loses sight of it.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
Typhoon. Each creature within 20 ft. of the elemental must make a DC 25 Strength saving throw. On a failure, a target takes 45 (5d12 + 15) bludgeoning damage, 5(1d6 + 2) thunder damage, 5(1d6 + 2) lightning damage. and is flung up 200 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
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