Bond of the Elements. The four elemental guardians are linked together. When one of them dies, the others gain access to new abilities: If Aqua dies, Aura gains access to Typhoon. If Ignis dies, Aura gains access to Warding Winds. If Terra dies, Aura gains access to Flurry.
Magic Weapons. Aura's weapon attacks are magical.
Warding Winds. Aura is protected by powerful winds, increasing its AC against projectiles by 2. Additionally, each creature that starts its turn within 10 feet of Aura must succeed on a DC 15 Constitution saving throw or have disadvantage on attack rolls until the start of its next turn.
Flurry. Aura has an additional action on each of his turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Multiattack. Aura makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 14 (3d6 + 4) slashing damage.
Typhoon (Recharge 5-6). Aura starts spinning at very high speed using its greatsword. each creature with in 30 feet of him must succeed on DC 15 Constitution saving throw or be pulled 30 feet towards Aura and then take 14 (3d6 + 4) slashing damage if it within 5 feet of Aura. Aura cannot move after using this ability.
Description
This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.
Aura is perhaps the most unpredictable and capricious of the Elemental Guardians, a quality that the others (especially Terra) find to be both aggravating and embarrassing. He is stubborn and dislikes the company of other creatures. Aura likes combat, combining his magical powers with martial prowesses. He wields a magic greatsword that he swings as easily as a short sword.
Wind Guardian. During combat, Aura focuses solely on attacking its enemies, He will use its high speed to charge at ranged foes, slashing them down with its greatsword. If he is encountered while he has access to all of his abilities, he will try to hit and run to cause maximum injuries while keeping his distance. If he finds it appropriate, he will use Typhoon.
Increasing Power. If Aura is encountered while he has access to all of his abilities, he has a challenge rating of 7 (2,900 XP).
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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