Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Does not provoke and opportunity of attacks.
Legendary Resistance (3/Day). If Aeolus fails a saving throw, he can choose to succeed instead.
Sneak Attack (1/Turn). Deals and extra 28 (8d6) damage when hits target with a weapon attack and has advantage on the attack roll, or when within 5ft of an ally that isn't capacitated.
Multiattack. The elemental makes three attacks with Zephyr Dagger.
Zephyr Dagger. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) lightning damage.
Gale-Force Burst (Recharge 4–6). Aeolus releases a pressurized blast of air. Each creature in the 30 -foot cone must make a DC 18 Strength saving throw. On a failure, a target takes 35 (10d6) thunder damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
Vanish into the Draft. As a Bonus Action, can take the Dash, Disengage, or Hide action. While in Temple of the Wind, he can hide even if only lightly obscured by mist or rushing air.
Aeolus can take 3 legendary actions, choosing from options below. Only one legendary action can be used at a time and only at end of other creature's turn.
Eye of the Storm. Aeolus moves up to his fly speed without provoking opportunity attacks.
Stinging Gust. Aeolus makes one Zephyr Dagger attack.
Suffocate (Costs 2 Actions). Aeolus draws the air out of the lungs of a creature within 30 feet. The target must succeed a DC 17 Constitution saving throw or begin suffocating and be restrained until end of Aeolus' nest turn.
Description
Aeolus was once the high priest of the Temple of the Wind, but his obsession with absolute freedom, led him to embrace the vacuum of the Void. He is a blur of steel and static, utilizing the Temple to shred intruders before they even see his true face.
Lair and Lair Actions
On initiative count 20 (losing ties), Aeolus can take a lair action inside the Temple of the Winds to cause one of the following effects:
Updraft. All creatures other than Aeolus must succeed on a DC 15 Strength saving throw or be lifted 20 feet into the air and held there until beginning of next round.
Howling Echo. The wind howls so loudly that all creatures withing the Temple are Deafened and cannot cast spells with verbal components until the next lair action.
Refraction. The mist in the Temple thickens. Aeolus becomes Invisible until he attacks.
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