Static shock. The elemntal constantly makes a static shock that would effect all creature around it. Any creature around 10ft radius of the elemental at the start of their turn must make a wisdom saving throw DC 14 or take 1d6 Lightning damage, and none on a successful save.
Corrupted creature. When the creature dies relesease the air elemental that are trapped within the creature. The elemental then tries to return to its place before it was corrupted.
Multi attack . The creature may attack twice by controlling lightning with its staff.
Lightning blast. Ranged Weapon Attack: +8 to hit, reach 40 ft., one target. Hit: 16 (2d8 + 4) Lightning damage.
Turbo flight. While the elemental is in flight, it can dash up to 60ft around them and When they hit a creature with this attack the creature must make a DC 16 or take 40 (8d10) piercing damage at failed save, or half damage and are not pushed on successful save. If the targeted creature is successful the elemental stops behind the creature.
Lance toss (Recharge 5–6). The elemental creates a lance made of air and toss it up to 100ft in a straight line and pass through creature. Each creature in that area must make a DC 18 Dexterity saving throw, taking 44 (10d8) piercing damage on a failed save, or half as much damage on a successful one.
Description
A tainted air elemental that are trapped in a black metal contraption that traps its body. The creature cannot be controlled except by 1 spell. The creature spawns yellow light lightning every time it moves. The creature always carry a staff made of metal whose length are equal to its height and sharp at 1 edge.
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