Air Form. The Air can enter another creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The Air uses hug, makes four air attacks and uses get out if it can.
Air. Melee Weapon Attack: +0 to hit, reach 15 ft., one target/up to four tiny targets. Hit: 7 (3d4) thunder damage and the target(s) must succeed on a DC 11 Strength saving throw or be pushed up to 5 ft. away from the Air. If the target fails the saving throw by 5 or more and isn't immune to the prone condition, it takes an extra 5 (2d4) bludgeoning damage and falls prone.
Get out (Recharge 4–6). The Air makes one air attack on each creature occupying it's area (other than itself) then repeats two more times.
Hug. Each creature within 20 feet of the Air must succeed on a DC 11 Strength saving throw or be pulled 5 ft. towards it. If the target fails the saving throw by 5 or more and isn't immune to the prone condition, it takes 5 (2d4) bludgeoning damage and falls prone.
Elemental Warp. The Air magically teleports up to 100 ft to a space it can see.
Description
Air is air.
Previous Versions
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10/23/2025 4:36:11 AM
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5
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1
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Coming Soon
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