| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 20 | +5 | +5 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 10 | +0 | +0 |
| CHA | 12 | +1 | +1 |
Air Form. The elemental can enter a creature’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
True Form. Ones per week they may activate their true form for 24 hours transforming their body into a tertial vortex of air and gaining the fowling benefits. In true form they deal an extra 2d6 thunder damage plus another 1d6 of the same damage per character level. They can also preform 2 attacks in this form if they cannot already. And while in this form they gain a +5 to Dexterity and +2 to Intelligence.
Multiattack. The elemental makes two Thunderous Slam attacks.
Thunderous Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thunder damage.
Whirlwind (Recharge 4–6). Strength Saving Throw: DC 13, one Medium or smaller creature in the elemental’s space. Failure: 24 (4d10 + 2) Thunder damage, and the target is pushed up to 20 feet straight away from the elemental and has the Prone condition. Success: Half damage only.
Elemental Control Points. As a Bonus Action the elemental can expend up to 12 points to do the following
- Air Tunnel. The elemental can expend 3 EC Points to cause violent winds to blow from their hand in a 45ft cone. All creatures in range must make Dc 16 Strength saving throws. On a Fail they are blowen back 20ft and are nocked Prone. On Success they retain their balance.
- Wind Columns. The elemental can expend 4 EC Points to cause 3 large pillars of air to burst from the ground. Any creature who enters this space is launched 30ft in to the air.
- Summon Mephits. The elemental can spend 2 EC Points per Steam Mephit that will last 1 hour before dispersing.
- Power of the Sky. If the current creature is dead or unconscious any creature may gain the traits and abilities of this creature by removing their ring and becoming an elemental gradian. And they may forfeit these abilities at anytime and hand it over to another creature.
- One with the Wind. The elemental can expend 1 EC Point to take the dash or disengage action or make a creature who is attacking you have disadvantage on attacks against you until the end of their next turn.
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