| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 10 | +0 | +0 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Sixfold Prowess. The cloud has 6 phases: STR, CON, INT, CHA, WIS, and DEX. Each time the cloud loses 60 HP, it will shift to the next phase in this order. Any damage over the phase-shift limit is lost. The cloud's ability scores will change to match its current form. The form will have a score of 24 in its current type, 14 in its opposing ability (STR/DEX, CON/INT, WIS/CHA), and 16 in all others. This is only used for saving throws; other calculations simply use the values as written. The cloud does not use its proficiency bonus.
Misty Form. The cloud can occupy other creatures' spaces and does not inhibit movement through it.
Multiattack. The cloud makes up to two attacks of either wind blast or wind shot.
Wind Blast. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 24 (4d8 + 6) bludgeoning damage.
Wind Shot. Ranged Weapon Attack: +7 to hit, range 30/90 ft., 1 target. Hit: 20 (4d6 + 6) piercing damage.
Test of Strength. Only usable in STR form. The cloud project two arm-like appendages and attempts to restrain up to two creatures. Creatures must make a DC 15 STR saving throw or be restrained.
Test of Constitution. Only usable in CON form. The cloud expands into a thin layer over the battlefield, 10ft thick. Anyone in the cloud must make a DC 15 CON save at the start of their turn or become poisoned. Poison creatures take 2d8 damage at the start of their turn, including the turn they receive the condition, and can repeat the save at the end of their turn.
Test of Intelligence. Only usable in INT form. The cloud splits into 4 separate medium clouds. No further actions can be taken after it splits. Secretly roll a d4 to determine which is the 'true' cloud. If a character attacks a fake cloud, it will explode in a 10ft radius, dealing 3d8 fire damage to those hit. A character can take a DC 16 Investigation action to identify which cloud is the true cloud. The cloud will reform around the true cloud at the start of its next turn.
Test of Charisma. Only usable in CHA form. The cloud blows an intoxication scent in a 60ft cone. Creatures caught in the cone must make a DC 15 CHA save or become charmed until the end of their next turn.
Test of Wisdom. Only usable in WIS form. The cloud can cast the [spell]Fear[\spell] once per turn.
Test of Dexterity. Only usable in DEX form. The cloud crackles with electricity and can cast [spell]Lightning Bolt[\spell] twice per turn.
The cloud has 3 legendary actions per turn.
Updraft (Costs 1 Actions). The cloud surges a blast of wind upward in a 10 radius cone. Creatures inside must make a saving throw (DC 15, the type being the type the cloud is currently in) or be tossed upward 20 ft. They will take fall damage on landing (2d6) and be prone.
Misty Movement (Costs 1 Action). The cloud can move up to 30ft without incurring opportunity attacks.
Forced Flow (Costs 1 Action). The cloud can create a gust of wind either pushing or pulling all creatures in a 100 ft long, 15ft line extending directly from the cloud. Creatures in the line must make a DC 15 saving throw of the cloud's current form or be forcibly moved 20ft in the chosen direction.
Description
A gathering of essence of the Wind God that is designed to test a person's ability to adapt to the various abilities needed to complete the Journey of the Wind.
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