Medium Elemental
Armor Class 17 Natural Armour
Hit Points 40 (6d10 + 7)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
6 (-2)
WIS
6 (-2)
CHA
6 (-2)
Saving Throws STR +7, CON +6
Damage Resistances Cold, Poison
Damage Immunities Necrotic, Psychic
Senses Passive Perception 10
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Blade Whirlwind. When the blade elemental takes damage, all creatures must make a dexterity saving throw, on a failed save they are hit by a stray blade and take 1d8 + 2 damage. The DC is 12. On a successful save they take no damage.

Actions

Action Melee Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 2d8 + 2 slashing/piercing damage.

Melee Weapon attack: +5 to hit, reach 10ft, 2 targets. Hit 2d6 + 1 slashing damage.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Awesomeone995137

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