Medium Humanoid (Air Genasi), Neutral Evil
Armor Class 20 Studded Leather +3
Hit Points 195 (15d8 + 65)
Speed 30 ft., Fly 60 ft.
STR
10 (+0)
DEX
20 (+5)
CON
20 (+5)
INT
10 (+0)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws DEX +9, WIS +9, CHA +4
Skills Medicine +10, Nature +5, Perception +10
Damage Resistances Lightning
Senses Passive Perception 20
Languages Celestial, Common, Druidic, Primordial, Sylvan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If Antilles, Elemental Terror of Air fails a saving throw, it can choose to succeed instead.

Spellcasting. The druid is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): Frostbite, Gust, Magic Stone, Resistance, Thunderclap

1st level (4 slots): Animal Friendship, Beast Bond, Cure Wounds, Jump, Thunderwave

2nd level (3 slots): Gust of Wind, Hold Person, Levitate

3rd Level (3 slots): Call Lightning, Conjure Animals, Dispel Magic, Sleet Storm, Wind Wall

4th Level (3 slots): Conjure Woodland Beings, Ice Storm
5th Level (2 slots): Conjure Elemental, Control Winds

6th Level (1 slot): Investiture of Wind, Wind Walk

7th Level (1 slot): ---

8th Level (1 Slot): Animal Shapes, Control Weather

Actions

MultiattackAntilles, Elemental Terror of Air can make two attacks with the Staff of Thunder and Lightning. 

Staff of Thunder and Lightning. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:  6 (1d6+2) bludgeoning damage. The Staff of Thunder and Lightning also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

  • Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
  • Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.
  • Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
  • Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
  • Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

 

Wild Shape (Recharges after a Short or Long rest). As a bonus action, Antilles, Elemental Terror of Air can assume the shape of any beast (CR 3 or Lower - EX Quetzalcoatlus or Giant Eagle) or an Air Elemental. he can stay in this form for 3 hours or until he reverts to his normal form as a bonus action. He automatically reverts if he falls unconscious, drops to 0 hit points, or dies.

While transformed, Antilles, Elemental Terror of Air's game statistics are replaced by the statistics of the beast or elemental, except he retains his alignment, personality, and Intelligence, Wisdom, and Charisma scores. His attacks in beast form are magical. While in beast form, Antilles, Elemental Terror of Air can use a bonus action to expend one spell slot and regain 1d8 hit points per level of the spell slot expended.

Wand of Lightning Bolts - This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

Censer of Controlling Air Elementals - While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn.

 

Legendary Actions

Antilles, Elemental Terror of Air can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. Antilles, Elemental Terror of Air regains spent legendary actions at the start of his turn.

Frostbite: Antilles, Elemental Terror of Air casts the Frostbite cantrip

Strike: Antilles, Elemental Terror of Air makes one weapon attack with the Staff of Thunder and Lightning. 

Move: Antilles, Elemental Terror of Air moves up to his movement speed without provoking opportunity attacks. 

Command AllyAntilles, Elemental Terror of Air targets one ally it can see within 60 feet of it. If the target can see or hear Antilles, Elemental Terror of Air, the target can make one melee weapon attack using its reaction and has advantage on the attack roll.

Previous Versions

Name Date Modified Views Adds Version Actions
2/23/2020 7:29:32 AM
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Coming Soon

Monster Tags: NPC

Habitat: CoastalHillMountain

Arixmethes

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