Air Elements. Can control small gusts of winds freely.
Mana Storage. Air Twink has 50 mana that fully recovers after about 1 hour. Storage increases by 5 if all mana is used up in a fight and is recovered afterwards.
Mana Exhaustion. If all mana is used up, the user loses all it's speed for 3 rounds.
Spellcasting. Its spellcasting ability is [CHAR] (spell save DC 3, +3 to hit with spell attacks). Air Twink has following spells prepared:
Cantrips (at will): gust thunderclap
1st level (10 mana): feather fall, thunderwave
2nd level (20 mana) gust of wind
***** Shortsword. A makeshift sword with a ***** strapped to the blade part of the sword. Melee weapon attack, +1 to hit, 1d8 bludgeoning damage.
Description
This is Farrell Blower, a halfling air Elementist. Born near New Inferno, he bought some land after his parents abandoned him to open up a Inn. Had a lot of trouble meeting people as no one passes though Standard Av as much anymore and with his overly flirty self couldn't ever seem to get laid. Until the Elemental Twinks showed up and swooped him off his feet and laid with him for the first time in a longggg time. His Elemental Skills are not as strong as others, but he had secretly trained to learn the best blowing skills and, whenever he has courage, maybe sweep someone else off their feet.
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.
Comments