Innate Spellcasting. The avessor casts one of the following spells, using Charisma as the spellcasting ability (save DC 15, +7 to hit with spell attacks):
- At will: detect magic, fire bolt, thunderwave
- 3/day each: phantasmal force, wind wall
- 1/day each: conjure elemental (air or fire elemental only), invisibility, plane shift
Smoke Form. The avessor can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the avessor or hits them with a melee attack while within 5 feet of them takes 5 (1d10) fire damage. In addition, the avessor can enter a hostile creature's space and stop there. The first time they enter a creature's space on a turn, that creature takes 5 (1d10) fire damage and must succeed at a DC 15 Constitution saving throw or become unable to breathe while choking on the smoke. The choking creature is incapacitated and suffocating. As long as they are conscious, they can repeat the saving throw at the end of each of their turns, ending the effect on them on a success. The lesser restoration spell can also end the effect on a creature.
Elemental Nature. An avessor doesn't require air, food, drink, or sleep.
Multiattack. The avessor makes two slam attacks or uses Hurl Stormbolt twice.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 3 (1d6) fire, lightning, or thunder damage (avessor's choice).
Hurl Stormbolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 14 (4d6) fire, lightning, or thunder damage (avessor's choice, and the elemental can split the damage equally between any two of these damage types).
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