Ethereal: The elemental can't be shoved, thrown, or used as an improvised melee weapon.
Multiattack: You make 2 Charged Swipe attacks. You can swap one of the charged swipes with a Gushing Air, but the Gushing Air must target 2 different creatures.
Charged Swipe: Attack with electrified "Claws". This attack has a reach of 5ft and a hit bonus of +9. On a hit the elemental deals 5 (2d4+2) slashing damage and 4 (2d4) lightning damage. If the target is shocked this attack deal double lighting damage.
Gushing Air: Launch 2 jets of thundering, billowing air. Choose up to two creatures within 60 feet of you you can see (You can select the same target twice). The targeted creatures must make a dexterity saving throw (DC 17). On a failed save the target takes 7 (2d6+1) thunder damage, and half that on a failed save.
Primordial Gales: Gales of cackling stormy wind swirl around you, battering at nearby creatures and shocking them. Each creature within 10 feet of the elemental must make a constitution saving throw at the start of their turn and when they enter the storm. On a fail the creature takes 2d6 lightning damage and is shocked, and on a succes the target only takes half damage and isn't shocked.
Elemental warp: Teleport to an unoccupied space within 60 feet that you can see
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