Large Elemental, Any Chaotic Alignment
Armor Class 15 natural armor
Hit Points 90 (12d10 + 24)
Speed
STR
14 (+2)
DEX
6 (-2)
CON
14 (+2)
INT
14 (+2)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws CON +5, CHA +8
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Deafened, Grappled, Petrified, Poisoned
Senses Passive Perception 10
Languages Auran
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits


 

Actions

Spellcasting:

The elemental can cast Fairy Fire, Friends and Minor Image at will.

Grappling hand: Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 1d6 + 3 bludgeoning damage. The target must make an opposed athletics check or be grappled by the elemental

Otherworldly whirlwind (Recharge 4-6): The elemental slings sparkling fire at your opponents. Each creature in squares surrounding the elemental must make a DC 14 Dexterity saving throw. On a failure, a target takes 15 (3d8 + 2) Fire damage and is flung up 20 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.

Reactions

Opportunity attack

Monster Tags: Elemental

Flowerpowerwizard

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