Shapechanger. The airboration can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Magic Resistance. The airboration has advantage on saving throws against spells and other magical effects.
Windstorm (Wind Form only). Any creature, other than an aberration, that starts its turn within 20 feet of the airboration must make a DC 17 Strength saving throw. A creature within the areas of two or more airborations makes the saving throw with disadvantage. On a failure, the creature takes 14 (3d6+3) bludgeoning damage and is flung up 20 feet away from the airboration in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 10 (2d6+3) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 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.
Elemental Demise. If the airboration dies, its body disintegrates into a warm breeze, leaving behind only equipment the airboration was wearing or carrying.
Innate Spellcasting. The airboration'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, thunderwave
3/day each: create food and water (can create wine instead of water) , tongues, wind walk, warding wind, dust devil,
1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift, wind wall, control weather, cloudkill
Multiattack. The Airboration makes 2 attacks.
Slam (Bite in Spider Form). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 +3) bludgeoning damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Infernal Crossbow (humanoid form only). Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage, plus one of the following effects:
1. Acid. The target must make a DC 17 Constitution saving throw, taking an additional 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
2. Blindness. The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the airboration's next turn.
3. Concussion. The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.
4. Confusion. The target must succeed on a DC 17 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
5. Fear. The target must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
6. Entanglement. The target must make a successful DC 17 Dexterity saving throw or be restrained for 1 hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained.
7. Paralysis (1/Day). The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
8. Tracking. For the next 24 hours, the orthon knows the direction and distance to the target, as long as it’s on the same plane of existence. If the target is on a different plane, the airboration knows which one, but not the exact location there.
Wind Form. The airboration transforms into a windstorm or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies.
While in wind form, the airboration is incapacitated and can’t speak. It increases its flying speed of 30 feet, can hover, and can pass through any space that isn’t airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage.
While in wind form, the airboration can enter a creature’s space and stop there. Each time that creature starts its turn with the airboration in its space, the creature must succeed on a DC 17 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated.
Spell Reflection. If the airboration makes a successful saving throw against a spell, or a spell attack misses it, the airboration can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the airboration. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Previous Versions
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9/16/2021 9:24:39 PM
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2/5/2022 1:53:12 AM
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