phasing
pact air fist
+10 to hit, reach 20 ft., 1 target. Hit: 5d8 + 5 bludgeoning damage.
gust
+5 to hit, range 100 ft., 1 target. Hit: 1d20 + 5 bludgeoning damage, and the target is pushed 25 ft, and is knocked prone
wind whip
+5 to hit reach 20 ft., 1 target. Hit: 10d6 bludgeoning damage
blast of wind once the air primordial uses this power it can recharge it by rolling a 4, 5, or 6 on a d6, it can roll a recharge die as a bonus action
+5 to hit range 50 ft., 1target. Hit: 10d8 bludgeoning damage and the target is pushed 50 ft, backwards and 50 ft, upwards
the air primordial can recharge its legendary actions by rolling a 15 or higher on a d20 it can roll a recharge die as a bonus action
one with the air (Costs 1 Action). the air primordial is invisible until it attacks
it can be seen with a successful DC 20 wisdom {perception} check
the air primordial can recharge its mythic actions by rolling a 10 on a d10 it can roll a recharge die as a bonus action
Tornado (Costs 1 Action). Ranged 50 ft., the air primordial summons a 15 by 15 ft, cylinder. each turn the tornado moves 50 ft, chosen by the air primordial. if the tornado moves into a creatures space the creature must make a DC 35 strength {athletics} check or take 12d10 bludgeoning damage and be pushed 15 ft, up and 15 ft, backward. if a creature moves next to the tornado it must make a DC 25 strength {athletics} check or be pulled into the tornadoes space. the tornado lasts for 5 minutes
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