Medium Elemental (Air Genasi), Any Good Alignment
Armor Class 16 (studded leather)
Hit Points 91 (7d10 + 21)
Speed 30 ft., fly 90 ft.
STR
9 (-1)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +7, WIS +5, CHA +5
Damage Immunities Lightning, Thunder
Gear Mantle of the Windrunner
Senses Darkvision 120 ft., Passive Perception 12
Languages Auran, Common, Elvish, Primordial
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. Your innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). You can innately cast the following spells, requiring no material components:

At will: feather fall, thunderwave

3/day each: wind wall, wind walk

1/day each: conjure elemental (air elemental only), gaseous form

Mantle of the Windrunner. You have advantage on Dexterity Saving Throws.

Actions

Multiattack. You make two longbow attacks.

Longbow. Ranged Weapon Attack: +9 to hit, reach 150 (600) ft., one target. Hit: 8(1d8 + 4) piercing damage plus 3 (1d6) lightning or thunder damage (your choice).

Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point you can see within 120 feet. The whirlwind lasts as long as the you maintain concentration (as if concentrating on a spell). Any creature but yourself that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. You can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if you lose sight of it.

A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

Mantle of the Windrunner. This cloak has 5 charges, which are used to fuel the spells within it. While wearing the cloak, you can use your action to cast gust (1 charge) or gust of wind (2 charges).

Bonus Actions

Mantle of the Windrunner. This cloak has 5 charges, which are used to fuel the spells within it. While wearing the cloak, you can use your bonus action to cast zephyr strike (2 charges) without concentrating, but the spell will only last until the end of your turn.

OttoThunderfist

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