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.
Opportunity attack
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