Large Elemental, Neutral
Armor Class 16 Natural Armor
Hit Points 104 (16d10 + 24)
Speed 100 ft., (hover)
STR
18 (+4)
DEX
24 (+7)
CON
18 (+4)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision, Passive Perception 14
Languages Auran, Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Control Weather. Once a day, the air beast can cast control weather in a 6-mile radius.

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Elemental Form. An air beast does not need food, water, or rest.

Actions

Multiattack. The Air Beast makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Whirlwind (Recharge 4–6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Lighting Bolt (Recharge 6). The Air Beast hurls a bolt of lighting at a point within 120 ft. On hit the bolt deals 30(5d12) lighting damage and pushes all creatures within ten ft. of it  15 ft. away.

Thunder (Recharge 6). The Air Beast causes a concussive burst of thunder within 120 ft. The burst of thunder pushes back creatures 20 ft., otherwise it is the effect of the thunderwave spell.

Create Elemental. The air beast can create two air elementals two serve it. They have they the statistics of an air elmental. They serve the air beast for one day, until they die, or until the air beast dies. At that point the air elementals dissapear.

 

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A hulking beast, air beasts are air elementals transformes to be gaurds, warriors, spys, and even mounts. They have one quirk. They are impractical tricksters, hiding stuff, which to it seem harmless, like throwing all the food of a cliff.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: CoastalDesertGrasslandHillMountain

TheWarriorNogard

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