Gargantuan Elemental (Elf, Wizard), Neutral Evil
Armor Class 19 (25 with mage armor)
Hit Points 436 (12d8 + 12)
Speed 30 ft., Fly 120 ft. (hover)
STR
23 (+6)
DEX
29 (+9)
CON
23 (+6)
INT
21 (+5)
WIS
21 (+5)
CHA
18 (+4)
Saving Throws DEX +18, CON +15, INT +14
Skills Arcana +6, History +6, Nature +16, Perception +18
Damage Immunities Acid, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13
Languages Abyssal (Ruin's Wake (Exalted)), Auran, Common, Draconic, Elvish, Orc (Ruin's Wake (Exalted)), Primordial
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Traits

Fey Ancestry. Aerisi has advantage on saving throws against being charmed, and magic can’t put her to sleep.

Air Form. Aerisi can enter a hostile creature’s space and stop there. A creature in her space must make a DC 19 Constitution or Dexterity saving throw. On a failed save, the creature takes 18 (9d6) lightning damage, and half as much on a successful one. She can move through a space as narrow as 1 inch wide without squeezing.

Flyby. Aerisi doesn’t provoke opportunity attacks when she flies out of an enemy’s reach.

Howling Defeat. When Aerisi drops to 0 hit points, her body disappears in a howling whirlwind that disperses quickly and violently. Anything she is wearing or carrying is left behind. Any creature on the ground within 30 feet of the dispersing elemental must make a DC 22 Dexterity saving throw, taking 22 (4d10) bludgeoning damage and 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one.

Legendary Resistance (3/Day). If Aerisi fails a saving throw, she can choose to succeed instead.

Living Node. Aerisi's infusion of the Elder Tempest has transformed her and the area within a 120 ft. radius around her into an Elemental Node of Air, causing harsh winds that cause disadvantage with nonmagical ranged attacks, and the land around her to become difficult due to harsh winds blowing around Aerisi. At the start of each of her turns, Aerisi and any elemental of air regain 2d100 hit points while she is not unconscious, stunned, or incapacitated. In addition, it also allows her to create devastation orb of air with Windvane anywhere she goes.

Spellcasting. Aerisi is an 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 21, +17 to hit with spell attacks). Aerisi has the following wizard spells prepared:

Cantrips (at will): gust, mage hand, message, prestidigitation, ray of frost, shocking grasp, thunderclap, lightning lure

1st level (6 slots): charm person, feather fall, mage armor, thunderwave, absorb elements, magic missile, shield, witch bolt

2nd level (6 slots): dust devil, gust of wind, invisibility, cloud of daggers, Dragon's Breath (lightning only), Enlarge/reduce, hold person, Nathair’s Mischief, Rime’s Binding Ice, Vortex Warp

3rd level (6 slots): dispel magic, gaseous form, lightning bolt, counterspell, protection from energy, Thunder step

4th level (5 slots): ice storm, storm sphere, phantasmal killer, sickening radiance, Summon Elemental (air only)

5th level (5 slots): cloudkill, seeming (cast each day), arcane hand, control winds, conjure elemental, dominate person, hold person, steel wind strike, summon draconic spirit

6th level (4 slot): chain lightning, Arcane Gate, disintegrate, fizban's platinum shield, eyebite, investiture of ice, investiture of wind, magic jar, Tasha's Otherworldly Guise, Tenser’s Transformation

7th level (4 slots): create magen, draconic transformation, forcecage, power word pain, reverse gravity, teleport, whirlwind

8th level (3 slots): demiplane, feeblemind, illusory dragon

9th level (2 slots): gate, time stop, power word kill

Special Equipment. Aerisi still holds Windvane from her time with the cult of the howling hatred, and now also wields Ruin's Wake (Exalted) as a badge of her service to Zerus. The beneficial and detrimental properties of Ruin's Wake (Exalted) are determined by the DM.

Living Storm. Aerisi is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.

In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog. Any lightning damage that Aerisi deals while in the storm forces the creature that takes it make a DC 17 Constitution saving throw or be [condition]stunned[condition] until the end of its next turn.

Siege Monster. Aerisi deals double damage to objects and structures.

Actions

Multiattack. Aerisi makes four attacks, two with Windvane or Ruin's Wake, and two with thunderous slam.

Windvane. Melee or Ranged Weapon Attack: +18 to hit, reach 25 ft. or range 20 ft./60 ft., one target. Hit: 18 (3d6 + 10) piercing damage, or 19 (3d8 + 10) piercing damage if used with two hands to make a melee attack, plus 13 (9d6) lightning damage.

Ruin's Wake (Exalted). Melee or Ranged Weapon Attack: +19 to hit, reach 25 ft. or range 20 ft./60 ft., one target. Hit: 19 (3d6 + 11) piercing damage, or 20 (3d8 + 11) piercing damage if used with two hands to make a melee attack, plus (3d8) piercing damage. Immediately after Aerisi makes a ranged attack with this weapon, it flies back to her hand. When Aerisis reduces a creature to 0 hit points with an attack from the spear, she regains hit points equal to the damage she dealt with the attack. 

Thunderous Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) thunder damage.

Magical Properties. Aerisi can use the following actions while wielding Windvane and Ruin's Wake (Exalted):

  • Bolt of Ruin. When Aerisi hurls the spear and speaks a command word, it transforms into a bolt of lightning, forming a line 10 feet wide that extends out from her to a creature she can see within 120 feet of her. Each creature in the line, excluding Aerisi, must make a DC 19 Dexterity saving throw, taking 10d6 lightning damage on a failed save, or half as much damage on a successful one. Ruin's Wake then returns to Aerisi's hand. 
  • Sky Queen. Aerisi can cast Dominate Monster (save DC 21) as a bonus action, but only on a creature with an innate flying speed.
  • Song of the Four Winds. While inside an air node, Aerisi can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air without needing to consume any components and shortening the casting time of the ritual to 1 minute by sacrificing 175 of her hit points. If she is interrupted or her concentration broken, Aerisi regains half of the hit points he spent for the ritual.
    • Once Aerisi has a devastation orb of air, she can detonate it whenever she wants. As an action, Aerisi can either throw it with a range of 60 ft. and it detonates at its landing location, or she simply utters the command word while holding it while it detonates. When a devastation orb of air detonates, all non-elemental creatures within 60 ft. of the orbs' location must make a DC 23 Dexterity saving throw. On a failed save, a creature takes 66 (15d4) force damage, is shoved back 30 ft., and is knocked prone. Then the effects of the orb activate as normal.

Lightning Storm (Recharge 6). All other non-creatures within 120 feet of Aerisi must each make a DC 20 Dexterity saving throw, taking 67 (6d10) lightning damage on a failed save, or half as much damage on a successful one. If a target’s saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.

Bonus Actions

Ruin's Glory. While holding Ruin's Wake, Aerisi can let out a thunderous battle cry as a bonus action. Each creature she chooses within 50 feet of her gains advantage on attack rolls until the start of Aerisi's next turn, and enemies of Aerisi take 16 (6d4) thunder damage.

Reactions

Ruin's Revenge. As a reaction when Aerisi is hit by a melee attack, she can make a melee attack with Ruin's Wake with advantage against the attacker.

Legendary Actions

Aerisi can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tempest regains spent legendary actions at the start of its turn.

Rampaging Funnel Cloud. Aerisi moves up to her speed. Any creature within 20 ft. of her path of travel must make a DC 19 Dexterity saving throw or take 34 (7d8) lightning damage, be shoved 20 ft. away from Aerisi's path of travel, and be knocked prone.

Lightning Strike (Costs 2 Actions). Aerisi can cause a bolt of lightning to strike a point on the ground anywhere under her storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

Screaming Gale (Costs 3 Actions). Aerisi releases a blast of thunder and wind in a line that is 1 mile long and 30 feet wide. Objects in that area take 52 (8d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 52 (8d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 7 (1d12) bludgeoning damage for every 5 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone.

Description

Aerisi Kalinoth is the air prophet of the Elder Elemental Eye and leader of the Cult of the Howling Hatred. Tall and slender, with dark hair and (illusory) feathered wings that gently fan the air, Aerisi Kalinoth speaks to her people in a whisper that belies her violent temper, which reveals itself whenever she is denied.

Aerisi was a sheltered moon elf princess named Dara Algwynenn Kalinoth who grew up in a remote Faerie realm. Her parents had wished to protect her from the harsh realities of the world, but they only succeeded in spoiling her. When they tried to discipline their willful daughter, she used the power of elemental air against them. Soon after, her dreams led her to the ancient dwarven ruins where the spear Windvane awaited her.

Dara changed her name to Aerisi and pretended to be an avariel (winged elf) princess like the ones from her storybooks. Then Aerisi used her talents for enchantment magic to sway mortals into joining her cult. She has convinced all her followers that she is in fact an avariel, and believes it herself even though she must cast seeming each day to “reveal” her wings.

Aerisi is prone to deluded flights of fancy and impulsive decadence. She sees herself as a beautiful, fierce, and just ruler who wields elemental power because she deserves it.

After Yan-C-Bin was defeated and banished back to his realm, Aerisi was on the run, her fraudulent powers exposed and her true nature as an moon elf revealed, the remaining cult members of the howling hatred sought out her head. While cornered like a rat in a trap by her former servants one night, Aerisi begged the elements, no matter how twisted or dark hey were, to save her life and she would serve them forever, no matter their whims. What Aerisi did not expect was that Zerus the Draconamental was listening too, and stretched out his claw and annihilate her foes. Aerisi was shocked that she had been heard at all, but submited to the dragon's will. Zerus infused his new servant with an {monster]elder tempest[/monster], truly empowering her with the might of the air and all its fury. She alongside Gar Shatterkeel, Vanifer, and Marlos Urnrayle are all that's left of the elemental cults that served the princes, now serving the children of Tiamat simply to stay alive, but they don't regret anything. The power bestowed on each of them is all worth it. Aerisi and Gar don't know wish of the children that Marlos and Vanifer serve, only that they are alive and infused with the power of elder elementals like them, maybe even the princes that they once served. Their new masters grant rich rewards for the simplest of tasks after all, simply to flaunt their own god-like powers before their servants.

Lair and Lair Actions

In the Air Node

Aerisi's infusion has transformed her into a living air node, allowing her to use her lair actions where ever she goes. Within this node, Aerisi gains one additional use of her Legendary Resistance trait(included).

Lair Actions

On initiative count 20 (losing initiative ties), Aerisi uses a lair action to cast three of her spells, up to 9th level, without using components or a spell slot. She can’t cast the same spell two rounds in a row, although she can continue to concentrate on a spell she previously cast using a lair action. Aerisi can take no other lair actions while concentrating on a spell cast as a lair action. If Aerisi casts invisibility using this lair action, she also draws the power of the air node into herself. By doing so, she regains 21 (3d8 + 6) hit points. If she casts a spell that deals lightning damage, she regains hit points equal to half of the lightning damage inflicted.

Monster Tags: NPCElemental

McFlyDragonEye

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