Air Form. The Liketonol can enter a hostile creature's space and stop there. It can move through a space as narrow as 6 inches wide without squeezing.
Hurricane Winds. It can uproot or push gargantuan objects up to 30ft away. Any flying creatures that are within a 75ft radius are pulled to the center of the Liketonol and Magically flying creatures are pulled in at a 50ft radius. (Liketonol is exempt from this and for each Creature with Hurricane Winds will increase the pull in radius by 25ft)
Early Warning. The Liketonol is detectable up to 1,000 feet away with usually a noticeable change in the wind speed and the weather raining or becoming very cloudy.
Magical Orb Core. At Its center is a glass orb that controls the Liketonol which can (and must) be destroyed to end the Liketonol. Once the Liketonol core is destroyed it must make a DC 15 Wisdom saving throw, on a successful save it turns back into an Air Elemental, on a failed save it dies. It may have Multiple cores (Max 10).
Flooding Terrain. (Only If active in coastal areas) The Liketonol floods the land making a 300ft radius of difficult terrain
Desert Storm. (Only if active in desert areas) The Liketonol causes a dust storm to pick up with a 300ft radius. Any creatures caught in the storm have low visibility.
Merging Winds. A Liketonol can merge with another Liketonol increasing the core count by current # of cores in the second Liketonol. This effect also adds a +25ft radius to Hurricane Winds per core in the Liketonol.
Magical Spirit Split. The health of the Liketonol is split between each core.
Magical Overload. If the Liketonol were to absorb an 11th or more cores the Liketonol cores all explode and damage everything in a 100ft radius taking 1d20+15 for every 10 ft closer to the core.
Orb Death. If an orb is destroyed by an attack from a creature the orb will explode doing 1d10+2 damage to all creatures in a 30ft radius
Multiattack. The Liketonol makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 50 ft, three targets. Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 1–4). Each creature in the Liketonol's space must make a DC 16 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 50 feet (15.24 meters) away from the Liketonol in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 5 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 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.
The Liketonol can take up to 2 legendary actions per 5 turns on its own turn.
Category 5 Winds. it can release 157 mph winds that batters creatures and buildings even as it flings them away from it anywhere from 10ft to 100ft (roll 1d10) taking 1d20+5 bludgeoning damage per 10ft, radius is 50ft.
Core Explosion. The Liketonol can sacrifice a core to emit a massive wave of energy doing 83 (10d10+10) radiant damage to any creatures caught in the 100ft radius.
Description
A Liketonol is a hurricane of whirling air with a vague semblance of a face. At Its center is a glass orb that controls the Liketonol which can be destroyed.
"It's just an overgrown Air Elemental, What harm can it do?" - Ara Turnaroth
Previous Versions
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9/15/2023 4:11:51 PM
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Coming Soon
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