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Homebrew

Gale Gaurdian
MEDIUM ELEMENTAL CONSTRUCT NEUTRAL

Armor Class: 17

Initiative: +8 (18)

Hit Points: 123hp (13d10+52) 13d10+52

Speed: 0 ft., fly 60 ft. (hover)

Challenge: 6 (XP 2300; PB +3)
    MOD SAVE
STR 14 +2 +2
DEX 20 +5 +8
CON 18 +4 +4
    MOD SAVE
INT 10 +0 +0
WIS 12 +1 +4
CHA 10 +0 +0

Resistances: thunder, lightning, cold, bludgeoning, piercing, and slashing from nonmagical attacks

Immunities: poison, to spells with guardian in their name

Senses: darkvision 60 ft., passive Perception 11

Languages: Auran, understands Primordial but cannot speak


Traits

Airform Body.

The Gale Guardian can pass through a space as narrow as 1 inch wide without squeezing. It can occupy the same space as another creature.

Magical Warden.

The Gale Guardian is bound to a magical Shard of the Weave. It cannot move more than 300 feet from the shard, and it can sense any creature that comes within that radius.

Whirling Aura.

Any creature that ends its turn within 10 feet of the Gale Guardian must succeed on a DC 15 Strength saving throw or be pushed 10 feet away and knocked prone.

Shard Infusion.

If the Shard of Magic the Guardian protects is touched or tampered with, the Gale Guardian gains advantage on all attack rolls and saving throws until the start of its next turn.


Actions

Multiattack.

The Gale Guardian makes two attacks with its Wind Slash.

Wind Slash. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Hit: 16 (3d8 + 3) slashing damage. The target must succeed on a DC 15 Constitution saving throw or be deafened until the end of their next turn.

Cyclone Pulse (Recharge 5–6).

The Gale Guardian releases a pulse of compressed wind in a 30-foot radius. Each creature of its choice within range must make a DC 15 Dexterity saving throw, taking 27 (6d8) thunder damage on a failed save, or half as much on a success. Creatures that fail are also pushed 20 feet directly away and must succeed on a DC 15 Strength save or be knocked prone.


Created by

chewie81.

Statblock Type

Monster/NPC

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