Medium Elemental, Any Chaotic Alignment
Armor Class 15 Natural armor
Hit Points 18 (3d8 + 3)
Speed 35 ft.
STR
15 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
5 (-3)
WIS
5 (-3)
CHA
7 (-2)
Saving Throws DEX +3
Damage Vulnerabilities Lightning
Damage Immunities Bludgeoning
Condition Immunities Grappled, Prone
Senses Blindsight radius of 20 feet, Passive Perception 3
Languages Draconic anyone listening must succeed on a dc 10 Wisdom check to understand.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Wind Body. The air wyrm's body is made of howling wind. You take 1d4 slashing damage every time you hit it with a melee attack. You also can't grapple it, and if you try, the grapple fails and you take 1d4 slashing damage. 

 

Actions

Gale Fury. The air wyrm breathes a gale of wind in a 15-foot cone. Dexterity saving throw. If the save is failed, take 4d4 slashing damage.

Bite.  +3 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 2) slashing damage. 

Wyrmwind. : +3 to hit, range 20 ft., 10 targets. Hit: 15 (3d6 + 2) slashing damage.

Description

The air wyrm is the remains of a dragon who was lost in the Elemental Chaos. It looks like a serpentine dragon, but it is made of howling wind and has no legs. The Chaos left a permanent imprint on the creature, so it abhors rules. It speaks a rudimentary form of draconic, the words slurred by loss of memory. Any dragon can become an air wyrm, but the element imbued is always random. (No guarantee you will get an air wyrm.) All elemental wyrms can flap their wings rapidly to conjure a powerful gale known as a Wyrmwind. 

Lair and Lair Actions

 

 

Monster Tags: Elemental

Habitat: DesertMountain

SilverSheWolf

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