Large Elemental, Chaotic Good
Armor Class 16 (natural armor)
Hit Points 140 (12d10 + 80)
Speed 30 ft., Fly 90 ft.
STR
15 (+2)
DEX
21 (+5)
CON
15 (+2)
INT
20 (+5)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +9, WIS +7, CHA +9
Damage Resistances Acid, Fire, Lightning, Thunder
Senses Darkvision 120 ft., Passive Perception 15
Languages Auran, Celestial
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Elemental Demise. If the aimer dies, its body disintegrates into hot fog and mist, leaving behind only equipment the aimer was wearing or carrying.

Innate Spellcasting. The aimer '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, burning hands

3/day each: create food and water (can create wine instead of water) , tongues, wind walk

1/day each: conjure elemental (steam elemental only), creation, gaseous form, invisibility, major image, plane shift

Actions

Multiattack. The aimer makes three spear attacks.

Spear. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) piercing damage plus 3 (1d6) fire damage.

Steam Blow. The aimer magically shoots hot steam in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC: 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) fire damage and, if it is Huge or smaller, is pushed up to 20 feet away from the aimer and knocked prone. On a success, a target takes half the fire damage, but is neither pushed nor knocked prone.

Monster Tags: Genie

Habitat: CoastalDesertForestUnderdark

MichalJerchel

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