Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Incorporeal Form. The Air Mote is made of air, and as such is hard to see. Any creature with a passive perception of 14 or less makes attacks against the Air Mote at disadvantage, due to not knowing where it is. Alternatively, a creature can use it's action to perform a perception check (DC 14) to see if they can perceive it more clearly. On a success they no longer roll at disadvantage.
Multiattack. The Air Mote makes attacks, one with it's Air Scythe, and one with it's Gust.
Air Scythe. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
The Air Mote attacks by reating a blade of pure air, which cuts at the target.
Gust. The Air Mote creates a gust of air, aimed at a single target within 10 ft of the Air Mote. The target must make a DC 12 Dexterity Save, or be pushed 10 ft away from the Air Mote.
Description
A small air elemental, a funneling cloud of whirling air with a vague semblance of a face. It can turn itself into a cutting blade or a gust of strong air.
Previous Versions
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Coming Soon
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