Tiny Beast, Unaligned
Armor Class 13
Hit Points 2 (1d4)
Speed 30 ft., Fly 50 ft.
STR
2 (-4)
DEX
16 (+3)
CON
11 (+0)
INT
1 (-5)
WIS
10 (+0)
CHA
3 (-4)
Senses Blindsight 10 ft., Unknown It can naturally sense no matter what the direction and temperature of the wind, Passive Perception 10
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 8 Constitution saving throw, taking 1 (2d4) poison damage on a failed save, or half as much damage on a successful one. The infected area swells and cracks the bittens skin. If another bite were to happen in the same area, it'll do exponential damage, so 2, then 4, then 8, so on so forth caping out at 20. If it were it bite around the body not in the same spots 5 times, you'll start levitating. The bitten can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. 

When the effect ends, the bitten falls from their current height.

Snake Breath. A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action for the snake each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Reactions

Wind Whirl (recharge 6). A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.

The wind has the following effects:

  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Previous Versions

Name Date Modified Views Adds Version Actions
8/15/2022 1:28:05 AM
0
1
--
Coming Soon

Monster Tags: Misc Creature

Habitat: CoastalDesertForestGrasslandHillSwamp

DevinandDog

Comments

Posts Quoted:
Reply
Clear All Quotes