Elemental Hurricane

Level 11
Creature· airHugeRemaster
AC
32
HP
140
Speed
0 ft.
Perception
+20
Fort
+19
Ref
+24
Will
+18
Immunities bleed, paralyzed, poison, sleep
Languages sussuran
Senses darkvision
Skills acrobatics +24, stealth +22, athletics +21
Other Speeds fly 100 ft.
Recall Knowledge DC 28 (nature)

Attacks

Melee Gust +24 (finesse, reach 20 ft.), Damage 2d10+12 bludgeoning
Melee Lightning Lash +24, Damage 2d12+6 electricity

Abilities

Disperse

Trigger The elemental hurricane takes damage from a hostile action.


Effect The elemental hurricane disperses.

Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the elemental hurricane reforms in any space in which it can fit within 100 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed

High Winds

40 feet.

Air within the emanation is difficult terrain for Flying creatures that don't have the air trait.

Swiftness

The elemental's movement doesn't trigger reactions.

Gale Breath◆◆

The elemental exhales a 30-foot area of air. Creatures in the cone must succeed at a DC 29 fortitude save or be knocked away from the elemental.

A creature knocked into a solid object stops moving and takes 10d6 bludgeoning damage (roll the damage once for all creatures).

The elemental hurricane can't use Gale Breath again for .


Critical Success The creature is unaffected.

Success The creature is pushed 20 feet.

Failure The creature is pushed 40 f

Push 10 feet

Elemental hurricanes embody the ferocity of violent windstorms.


Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes. They're noted for being elusive, swift, and often difficult to detect due to being composed primarily of air.