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Actions

Multiattack

The essence makes two Wind Talons attacks. They can replace one attack with a use of Bluster or Lightning Squall, if available.

Wind Talons

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Bluster

The essence unleashes a 30-foot cone of wind. Each creature in that area must succeed on a DC 14 Strength saving throw or be moved up to 10 feet in any direction.

Lightning Squall (3/Day)

The essence hurls a small lightning storm at a creature they can see within 30 feet of them. The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 28 (8d6) lightning damage and is dazed for 1 minute (save ends at end of turn). On a successful save, they take half as much damage and aren't dazed.

Bonus Actions

Convocation of Air (1/Day)

The essence imbues the power of air in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental's choice:

  • Rising Whirlwind. Each creature of the Elemental's choice within 30 feet of them must make a DC 14 Strength saving throw against a violent whirlwind. On a failed save, the target rises 10 feet upward and is restrained for 1 minute (save ends at end of turn). A target restrained in this way rises an additional 10 feet at the start of each of their turns. Another creature who can reach the target can use an action to pull them free of the effect, ending the restrained condition for that creature. The whirlwind ends if the Elemental dies or chooses to end it (no action required).

  • Vortex Terrain. A vortex swirls around the Elemental. For 1 minute, the area within 20 feet of the Elemental is difficult terrain for enemies.