Invisible in Air. The air weird is invisible while in the air.
Air Bound. The air weird dies if it leaves the location to which it is bound or if that location is destroyed.
Multiattack. The air weird makes one Constrict attack and one Slam attack.
Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 22 (5d6 + 6) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 16) and engulfed by the air weird. Until this grapple ends, the target can't breathe and is restrained, and the air weird can’t constrict another target.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Description
A air weird is an elemental guardian bound to a specific walled location, such as a temple or room.
Good and Evil Weirds. Like most elementals, an air weird has no concept of good or evil. However, an air weird bound to a sacred or befouled location begins to take on the nature of that site, becoming neutral good or neutral evil.
A neutral good air weird tries to frighten away interlopers rather than kill them, while a neutral evil air weird kills its victims for pleasure and might turn against its summoner.
Elemental Nature. A air weird doesn’t require air, food, drink, or sleep.