Elemental Hurricane
A howling column of living air embodies a violent windstorm, scattering into wind when struck before reforming to keep scouring the fight.
Elemental hurricanes embody the ferocity of violent windstorms — howling, swift-moving columns of living air that scour everything in their path.
In play
- High Winds (air, aura) 40 feet. Air within the emanation is difficult terrain for Flying creatures that don't have the air trait.
- Disperse [Reaction] (air) 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 its high winds aura is suppressed. At the end of the turn, the elemental hurricane reforms in any unoccupied space within 100 feet of where it dispersed, and its high winds are restored.
Level 11
Perception +20 · Senses darkvision · Languages Sussuran · Skills Acrobatics +24, Athletics +21, Stealth +22
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +6 | +7 | +4 | +0 | +3 | +0 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 32 | +19 | +24 | +18 |
HP 140 · Immunities bleed, paralyzed, poison, sleep
Speed fly 100 feet; swiftness
Actions
- Melee Gust [Single Action] +24 (reach 20 ft, Finesse), Damage 2d10+12 bludgeoning plus
- Ranged Lightning lash [Single Action] +24 (range 75 ft), Damage 2d12+6 electricity
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