Medium Elemental (Air, Elemental), Any Alignment
Armor Class 16 Natural armour
Hit Points 90 (10d10 + 40)
Speed 30 ft., Fly 30 ft.
STR
14 (+2)
DEX
20 (+5)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Grappled, Poisoned, Prone
Senses Tremorsense 60 ft, Passive Perception 10
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Ethereal: The elemental can't be shoved, thrown, or used as an improvised melee weapon. 

 

Actions

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.

Bonus Actions

Elemental warp: Teleport to an unoccupied space within 60 feet that you can see

Description

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Monster Tags: Elemental

12timm343

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