Scion of Wind (5e Creature)

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Scion of Wind[edit]

Large elemental, neutral


Armor Class 16
Hit Points 120 (16d10 + 32)
Speed 0 ft., fly 90 ft. (hover)


STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 14 (+2) 8 (-1) 10 (+0) 8 (-1)

Saving Throws Dex +10
Proficiency Bonus +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, poison, thunder
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 120 ft., passive Perception 10
Languages Auran
Challenge 12 (8,400 XP)


Air Form. The scion can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Evasion. When the scion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

ACTIONS

Multiattack. The scion makes three attacks.

Slashing Wind. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.

Wind Gust. The scion launches a gust of wind at a creature it can see within 30 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, it is pushed 20 feet away from the scion. On a successful save, it is pushed 10 feet.


When an elemental power has need of something greater than just elemental foot soldiers, it can grant some of its power to an elemental, transforming it into an elemental scion. This is taxing for elemental powers, but the result is a sapient elemental capable of leading incursions into the Material Plane. This stat block is for a scion made from an air elemental.

Elemental Nature. A scion of wind doesn't require air, food, drink, or sleep.

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