Large Elemental, Chaotic Good
Armor Class 18 (natural armor)
Hit Points 161 (14d10 + 84)
Speed 35 ft., Fly 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
22 (+6)
INT
15 (+2)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws DEX +6, WIS +5, CHA +9
Damage Immunities Lightning, Thunder
Senses Darkvision 120 ft., Passive Perception 16
Languages Auran
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. The ASTRAPE & BRONTE's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, thunderwave

10hp/ each:  tongues, wind walk, gust of wind

50hp/ each: gaseous form, invisibility, 

Actions

Multiattack. ASTRAPE & BRONTE makes three melee attacks.

Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (ASTRAPE & BRONTE's choice).

Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point that you can see within 120 feet. The whirlwind lasts as long as ASTRAPE & BRONTE  maintains concentration (as if concentrating on a spell). Any creature but the ASTRAPE & BRONTE that enters the whirlwind must succeed on a DC 14 Strength saving throw or be restrained by it. ASTRAPE & BRONTE can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if ASTRAPE & BRONTE loses sight of it.

A creature can use its bonus action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 14 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

Elemental Attunement

You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

  • Create a harmless, instantaneous sensory effect related to air, thunder, lightning, or water such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or dampen up to 1 pound of nonliving material for up to 1 hour.
  • Cause lightning, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

Fist of Unbroken Air

You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 10hp and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional 10hp you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.

 Gust of Wind

2nd-level evocation

Casting Time: 1 bonus action
Range: Self (60-foot line)
Components: V, S, M (a legume seed)
Duration: Instantaneous 

Spend 10hp to activate. 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 on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Lightning Bolt (Storm Form)

3rd level evocation

  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Target: Self (100-foot line)
  • Components: V S M (A bit of fur and a rod of amber, crystal, or glass)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard
  • Spend 50hp, as the mists and winds that make up your form combust into a stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
  • At Higher Levels: When you cast this spell using 100hp or higher, the damage increases by 1d6 for each 50hp spent.

1st-level evocation

Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

Spend 20hp to activate. Each time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Monster Tags: Genie

Habitat: Coastal

NotS0Useless

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