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5e Updates: Monstrous Compendium
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<blockquote data-quote="dave2008" data-source="post: 8082503" data-attributes="member: 83242"><p>[ATTACH=full]288118[/ATTACH]</p><p><a href="https://www.artstation.com/artwork/G8w8Q4" target="_blank">Air Elementa</a>l by Jon Givetz</p><p></p><p><strong><span style="font-size: 22px">Ancient Air Elemental</span></strong></p><p><em>Gargantuan elemental, neutral</em></p><p>[ATTACH=full]125643[/ATTACH]</p><p><strong>Armor Class</strong> 17</p><p><strong>Hit Points</strong> 290 (20d20 + 80; bloodied 145)</p><p><strong>Speed</strong> 0 ft., fly 120 ft. (hover)</p><p>[ATTACH=full]125644[/ATTACH]</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>19 (+4)</td><td>24 (+7)</td><td>18 (+4)</td><td>12 (+1)</td><td>14 (+2)</td><td>11 (+0)</td></tr></table><p>[ATTACH=full]125645[/ATTACH]</p><p><strong>Savings Throws</strong> Dex +12, Con +9, Wis +7, Cha +5</p><p><strong>Skills</strong> Acrobatics +10, Perception +7, Stealth +10</p><p><strong>Damage Resistances </strong>thunder; bludgeoning, piercing, and slashing that is nonmagical.</p><p><strong>Damage Immunities</strong> lightning, poison</p><p><strong>Condition Immunities </strong>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</p><p><strong>Senses</strong> darkvision 120 ft., passive Perception 17</p><p><strong>Languages</strong> Auran, Primordial</p><p><strong>Challenge</strong> 16 (15,000 XP) <strong>Proficiency Bonus</strong> +5</p><p>[ATTACH=full]125646[/ATTACH]</p><p><strong><em>Air Form.</em></strong> The elemental can enter a hostile creature’s space and stop there. The elemental can move through a space as narrow as 1 inch wide without squeezing if air can pass through the space.</p><p></p><p><strong><em>Elemental Attacks.</em></strong> The primal elemental’s attacks are treated as magical weapons.</p><p></p><p><strong><em>Elemental Resistance (2/short rest).</em></strong> If the elemental fails a saving throw, it can use a reaction to re-roll the saving throw.</p><p></p><p><strong><em>Magic Resistance. </em></strong>The elemental has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the elemental has disadvantage on the attack roll.</p><p></p><p><strong><em>Untethered. </em></strong>The elemental has advantage on effects that would inflict the incapacitated condition.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack.</em></strong> The elemental makes three attacks, any combination of slam and wind lance attacks.</p><p></p><p><strong><em>Slam. </em></strong> <em>Melee Weapon Attack:</em> +12 to hit, reach 15 ft., one target. <em>Hit:</em> 25 (4d8 + 7) bludgeoning damage,</p><p></p><p><strong><em>Wind Lance.</em></strong> <em>Ranged Weapon Attack:</em> +12 to hit, range 120 ft., one target. <em>Hit:</em> 21 (4d6+7) piercing damage and the target must succeed on a DC 20 Strength saving throw or be pushed 10 feet.</p><p></p><p><strong><em>Whirlwind (Recharge 4-6).</em></strong> The elemental creates a storm filled with swirling wind and debris within a 15-foot radius of itself. Any creature in the area must make a DC 20 Strength saving throw taking 22 (4d8 +4) bludgeoning and 9 (2d8) piercing damage and is flung up 40 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 17 Dexterity saving throw or take the same damage and be knocked prone.</p><p></p><p>If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> The elemental’s spell casting ability is Wisdom (spell save DC 15, +7 to hit with attack spells). It can innately cast the following spells, requiring no components:</p><p></p><p>At will: <em>gust of wind, shocking grasp (11th level)</em></p><p>2/day each: <em> lightning bolt, storm sphere, thunder wave (5th level)</em></p><p>1/day each: <em>control weather (wind only)</em></p><p></p><p><strong><em>Summon Elementals (1/day).</em></strong> The elemental summons 1d8 air elementals or 1d4 elder air elementals to unoccupied spaces within 120 feet of the elemental.</p><p></p><p><strong><u>BONUS ACTIONS</u></strong></p><p><strong><em>Quick Casting (2/short rest). </em></strong>The elemental can cast an at-will spell.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><strong><em>Windy Escape. </em></strong>When the elemental is hit by an attack it can use a reaction to move up to half its speed. Creatures have disadvantage on opportunity attacks to hit the elemental during this movement</p><p></p><p><strong><em>Wind Buffet. </em></strong>The elemental adds 5 to its AC against one ranged attack that would hit it. To do so, the elemental must see the attacker.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8082503, member: 83242"] [ATTACH type="full"]288118[/ATTACH] [URL='https://www.artstation.com/artwork/G8w8Q4']Air Elementa[/URL]l by Jon Givetz [B][SIZE=6]Ancient Air Elemental[/SIZE][/B] [I]Gargantuan elemental, neutral[/I] [ATTACH type="full" alt="1599357361786.png"]125643[/ATTACH] [B]Armor Class[/B] 17 [B]Hit Points[/B] 290 (20d20 + 80; bloodied 145) [B]Speed[/B] 0 ft., fly 120 ft. (hover) [ATTACH type="full" alt="1599357363010.png"]125644[/ATTACH] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]19 (+4)[/TD] [TD]24 (+7)[/TD] [TD]18 (+4)[/TD] [TD]12 (+1)[/TD] [TD]14 (+2)[/TD] [TD]11 (+0)[/TD] [/TR] [/TABLE] [ATTACH type="full" alt="1599357363977.png"]125645[/ATTACH] [B]Savings Throws[/B] Dex +12, Con +9, Wis +7, Cha +5 [B]Skills[/B] Acrobatics +10, Perception +7, Stealth +10 [B]Damage Resistances [/B]thunder; bludgeoning, piercing, and slashing that is nonmagical. [B]Damage Immunities[/B] lightning, poison [B]Condition Immunities [/B]exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious [B]Senses[/B] darkvision 120 ft., passive Perception 17 [B]Languages[/B] Auran, Primordial [B]Challenge[/B] 16 (15,000 XP) [B]Proficiency Bonus[/B] +5 [ATTACH type="full" alt="1599357366544.png"]125646[/ATTACH] [B][I]Air Form.[/I][/B] The elemental can enter a hostile creature’s space and stop there. The elemental can move through a space as narrow as 1 inch wide without squeezing if air can pass through the space. [B][I]Elemental Attacks.[/I][/B] The primal elemental’s attacks are treated as magical weapons. [B][I]Elemental Resistance (2/short rest).[/I][/B] If the elemental fails a saving throw, it can use a reaction to re-roll the saving throw. [B][I]Magic Resistance. [/I][/B]The elemental has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the elemental has disadvantage on the attack roll. [B][I]Untethered. [/I][/B]The elemental has advantage on effects that would inflict the incapacitated condition. [B][U]ACTIONS[/U] [I]Multiattack.[/I][/B] The elemental makes three attacks, any combination of slam and wind lance attacks. [B][I]Slam. [/I][/B] [I]Melee Weapon Attack:[/I] +12 to hit, reach 15 ft., one target. [I]Hit:[/I] 25 (4d8 + 7) bludgeoning damage, [B][I]Wind Lance.[/I][/B] [I]Ranged Weapon Attack:[/I] +12 to hit, range 120 ft., one target. [I]Hit:[/I] 21 (4d6+7) piercing damage and the target must succeed on a DC 20 Strength saving throw or be pushed 10 feet. [B][I]Whirlwind (Recharge 4-6).[/I][/B] The elemental creates a storm filled with swirling wind and debris within a 15-foot radius of itself. Any creature in the area must make a DC 20 Strength saving throw taking 22 (4d8 +4) bludgeoning and 9 (2d8) piercing damage and is flung up 40 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 17 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. [B][I]Innate Spellcasting.[/I][/B] The elemental’s spell casting ability is Wisdom (spell save DC 15, +7 to hit with attack spells). It can innately cast the following spells, requiring no components: At will: [I]gust of wind, shocking grasp (11th level)[/I] 2/day each: [I] lightning bolt, storm sphere, thunder wave (5th level)[/I] 1/day each: [I]control weather (wind only)[/I] [B][I]Summon Elementals (1/day).[/I][/B] The elemental summons 1d8 air elementals or 1d4 elder air elementals to unoccupied spaces within 120 feet of the elemental. [B][U]BONUS ACTIONS[/U] [I]Quick Casting (2/short rest). [/I][/B]The elemental can cast an at-will spell. [B][U]REACTIONS[/U] [I]Windy Escape. [/I][/B]When the elemental is hit by an attack it can use a reaction to move up to half its speed. Creatures have disadvantage on opportunity attacks to hit the elemental during this movement [B][I]Wind Buffet. [/I][/B]The elemental adds 5 to its AC against one ranged attack that would hit it. To do so, the elemental must see the attacker. [/QUOTE]
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