Large Elemental, Neutral
Armor Class 15
Hit Points 90 (12d10 + 24)
Speed 0 ft., Fly 90 ft.
STR
14 (+2)
DEX
20 (+5)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Auran
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Air Form. The elemental can enter a hostile creature's space and stop there.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Choking Maelstrom (Recharge 4–6). Each creature in the dervish's space must make a DC 13 strength saving throw. On a failure, a target takes 9 (2d8 + 2) bludgeoning damage. A successful save results in the target taking half damage. In addition, the  target must make a DC 13 constitution check or be incapacitated by choking on the whirling dust. The target suffers no immediate damage but is unable to speak, cast spells,  move, or take any hostile action as they are trying breathe. Each subsequent round that they remain in the space they may save again.

 

Description

A bone dervish is an animated whirlwind of bone and dust and sand. It can turn itself into a screaming cyclone, creating a whirlwind that batters and chokes creatures even. It is not undead, instead it is an air elemental.

Habitat: DesertMountain

Grok_It

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