Large Elemental, Neutral
Armor Class 15
Hit Points 105 (14d10 + 28)
Speed 0 ft., Fly 90 ft.
STR
14 (+2)
DEX
20 (+5)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Auran
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Airless Form. The nullemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Elemental Nullification. If the nullemental comes into contact with an air elemental, compare the elemental and nullemental's hit point totals. The one with fewer remaining hit points is instantly destroyed, and the surviving one loses hit points equal to the amount the other had before the interaction. If both have equivalent remaining hit point totals, both are destroyed. The nullification creates a circular explosion centered around the two with a radius of 30 ft. All creatures in the area must make a DC 15 Dexterity saving throw, taking 34 (10d6) bludgeoning damage on a failed save, or half as much damage on a successful save.

Actions

Multiattack. The nullemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Whirlwind (Recharge 4–6). Each creature in the elemental's space must make a DC 15 Constitution saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and begins to become suffocated. All air is drained from their lungs and they have a number of rounds equal to their Constitution modifier to escape and reach air, otherwise they drop to 0 hit points and begin dying.

If the saving throw is successful, the target takes half the bludgeoning damage and isn't suffocated.

Description

Nullementals are the product of a magical experiment to create a being capable of easily disposing of elementals. The theory was that by magically forming the absence of an element and animating it, the reclusive wizard would have powerful guardians that would harmlessly dissipate upon contact with an elemental corresponding to the specific absence animated - a great defense against her rival's elemental spies. Unfortunately, the actual result of such an interaction turned out to be far more explosive than she predicted, and her tower was leveled and the nullementals set free to roam the land, seeking out territories unlikely to hold the element they oppose.

Air Nullementals look like slightly foggy puffs of wind, floating through the air without much emotion or interest. They generally move away from strong winds, settling into caves, underwater, or high in the mountains where the air grows thin. After a few close encounters, the local wildlife usually learns to retreat when the wander nearby, lest they suffocate and perish.

Habitat: MountainUnderdarkUnderwater

Shot_and_Mist

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