Large Elemental, Neutral Evil
Armor Class 18 Natural Armor
Hit Points 381 (22d20 + 150)
Speed 60 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
22 (+6)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws STR +11, INT +12, WIS +11
Skills Arcana +10, Perception +10
Damage Immunities Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight, Passive Perception 22
Languages Auran
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Whirlwind has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Whirlwind makes two melee attacks.

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) force damage.

Create Tornado. A 5-foot-radius, 30-foot-tall cylinder of swirling, magical air forms on a point it can see within 120 feet of it. The tornado lasts for one turn. Any creature but the Whirlwind that enters the tornado must succeed on a DC 17 Strength saving throw or be restrained by it. The Whirlwind can move the tornado up to 60 feet as an action, and creatures restrained by the tornado are moved by it. Once the tornado ends or a creature escapes, they are stunned until the end of their next turn.

A creature can use its action to free a creature restrained by the tornado, including itself, by succeeding on a DC 17 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

Legendary Actions

The Whirlwind can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tempest regains spent legendary actions at the start of its turn.

Move. The Whirlwind moves up to its speed.

Lightning Strike (Costs 2 Actions). The Whirlwind can cause a bolt of lightning to strike a point on the ground anywhere within 120ft. Each creature within 5 feet of that point must make a DC 17 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

Screaming Gale (Costs 3 Actions). The Whirlwind releases a blast of thunder and wind in a line that is 120ft long and 10 feet wide. Objects in that area take 11 (2d10) thunder damage. Each creature there must succeed on a DC 17 Dexterity saving throw or take 11 (2d10) thunder damage and be flung up to 30 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.

Description

In the realm of Termina, the evil astronomer that owned the arcane observatory created the Arcane Whirlwind, a swirling vortex of raw arcane energy. Driven by his obsession for power, the astronomer planned to unleash the Whirlwind upon the world; however, his arrogance led to his demise as the Whirlwind turned against him, consuming him within its destructive force. It's master dealt with, the Whirlwind attempted to attack a local village, but was bested by a young hero in a green tunic. The hero thought that he had bested the Whirlwind, but unbeknownst to him it has come back. unleashed the whirlwind upon the world, tearing through the celestial plane and wreaking havoc.

 

Based off of The Whirlwind from Llankyliam

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the Whirlwind takes a lair action to cause one of the following effects:

  • A strong wind blows around the Whirlwind. Each creature within 60 feet of the Whirlwind must succeed on a DC 14 Strength saving throw or be pushed 15 feet away from the Whirlwind and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
  • A cloud of snow swirls about in a 20-foot-radius sphere centered on a point the Whirlwind can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 14 Constitution saving throw or be blinded and slowed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Monster Tags: Elemental

Habitat: Arctic

EzraMoon

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