Kryx RPGThemesMonsters

Huge Air Elemental

Huge elemental
Challenge
9 (5,000 XP)

STR
3
DEX
6
CON
4
INT
−1
WIS
1
CHA
2

157
15d12+60
16
Fort
+4
Ref
+4
Will
+1
Damage resistances concussion, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities poison
Condition immunities exhausted, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Speed 0 m., fly 35 m. (hover)
Senses darkvision 18 m., passive Perception 11
Skills Primal +5
Languages Auran

Air Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 2.5 centimeters wide without squeezing.

Maneuvers. The huge air elemental uses maneuvers (maneuver save DC 18). It has 12 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice when it finishes a short rest, and knows the following maneuvers:

1 stamina die: bait and switch, disorient, distract, dive attack, feint, lunge, spring attack, step of the wind

2 stamina dice: misdirection

Spellcasting. The huge air elemental is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has 4 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest, and knows the following spells:

Cantrips (at will): gust, updraft

1 mana: averting gust, cyclone, feather fall, fog cloud, gale cloak, gale strike, gust of wind, hover, levitate, steal breath, warding winds, whispering wind

2 mana: air bubble, control winds, dust devil, gaseous form, gusting sphere, hypoxia, wind wall

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 3 m. Hit: 22 (3d10 + 6) bludgeoning damage.

Desert, Mountainsrd