Emerald Blues (5e Creature)

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Emerald Blues[edit]

Small fiend (heartless), chaotic evil


Armor Class 12
Hit Points 44 (8d6 + 16)
Speed 0 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 14 (+2) 6 (-2) 13 (+1) 19 (+4)

Proficiency Bonus +2
Damage Immunities thunder
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal
Challenge 4 (1,100 XP)


Thunder Affinity. When the emerald blues casts a spell that deals thunder damage, it deals an additional 7 (2d6) thunder damage.

ACTIONS

Spellcasting. The emerald blues is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The emerald blues has the following spells prepared:

Cantrips (at will): gust, mage hand, thunderclap
1st level (4 slots): chromatic orb, thunderwave, warding wind
2nd level (3 slots): gust of wind, shatter
3rd level (2 slots): cloudkill, thunder step

Thunder Blast. Ranged Spell Attack: +8 to hit, range 100 ft., one target. Hit: 13 (3d8) thunder damage.

Tornado (Recharge 6). The emerald blues magically creates a large twister that draws in foes. Each hostile creature within 30 feet of the emerald blues must make a DC 14 Strength saving throw. On a failed save, a creature takes 22 (5d8) thunder damage and is pulled 15 feet toward the emerald blues. On a successful save, a creature takes half as much damage and isn't pulled.


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