Air Form. The Breeze Guardian 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 nature. The Breeze Guardian doesn't need to eat, drink, sleep or breathe
Multiattack. The Breeze Guardian makes two slam attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 9 ft., one target. Hit: 31 (2d12 + 7) bludgeoning damage.
Windstorm (Recharge 4–6). Each creature in the Breeze Guardians's space must make a DC 20 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 40 feet away from the Breeze Guardian in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 9 (3d6) bludgeoning damage for every 5 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
Description
A Breeze Guardian is a funneling cloud of whirling air with a vague semblance of a face. It can turn itself into a screaming storm, creating a windstorm that batters creatures even as it flings them away. A breeze guardian can also be coaxed into becoming a sentry by offering it numerous different samples of air.
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