Large Elemental, Neutral
Armor Class 15
Hit Points 90 (12d10 + 24)
Speed 50 ft.
STR
14 (+2)
DEX
20 (+5)
CON
14 (+2)
INT
1 (-5)
WIS
10 (+0)
CHA
1 (-5)
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Auran
Challenge 5 (1,800 XP)
Proficiency Bonus +3

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

Actions

Multiattack. The dust devil 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 dust devil'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 dust devil 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.

Description

Dust devils usually scour the land within 6 miles of a Blue Dragon Lair. A funneling cloud of whirling air with a vague semblance of a face, they can turn themselves into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away.

Environment: DesertMountain

Basic Rules

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