Tornadus (5e Creature)

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Tornadus[edit]

Medium elemental (shapechanger), neutral


Armor Class 15
Hit Points 240 (32d8 + 96)
Speed 0 ft., fly 100 ft. (hover) (30 ft., fly 120 ft. in Therian Form)


STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 16 (+3) 18 (+4) 22 (+6) 18 (+4)

Skills Arcana +10, History +10, Nature +10
Senses passive Perception 16
Languages Primordial, understands Common but doesn't speak it
Challenge 18 (20,000 XP)


Shapechanger. While Tornadus holds the item 'Reveal Glass' it can use a bonus action to polymorph into it's Therian form, or back into its true Incarnate form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. Tornadus remains in the form it takes even upon death.

Prankster (Incarnate Form Only). Tornadus has a +5 bonus to initiative checks.

Defiant (Incarnate Form Only). When Tornadus is forced to roll disadvantage on a saving throw or attack roll it makes, which is caused by a hostile creature's spell or ability, its next melee weapon attack it makes has a +5 bonus to its attack and damage rolls.

Regenerator (Therian Form Only). Tornadus regains 10 hit points at the start of each of its turns as long as it has at least 1 hit point.

Force Of Nature. Tornadus can cast the 'Control Weather' spell at will.

ACTIONS

Multiattack. Tornadus makes 2 hammer arm attacks.

Hammer Arm (Incarnate Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage and Tornadus's movement speed is reduced by 10 until the end of its next turn.

Air Slash. Ranged Spell Attack: +12 to hit, range 90 ft., one target. Hit: 16 (3d6 + 6) slashing damage and the target must make a DC 19 constitution saving throw, being stunned until the end of its next turn on a fail.

Bleakwind Storm (Recharge 5-6). Tornadus causes chilly winds to whip around it in a 30 foot radius, forcing each creature in the area other than Tornadus to make a DC 20 constitution saving throw, taking 21 (6d6) bludgeoning damage, 21 (6d6) cold damage, and having their movement speed be reduced by 10 feet until the end of their next turn. On a success a creature takes half as much damage and doesn't have their movement speed reduced.


LEGENDARY ACTIONS

The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.

Detect. Tornadus makes a Wisdom (Perception) check.

Taunt. Tornadus makes a contesting charisma(persuasion) check against a wisdom saving throw made by a creature who can see and hear Tornadus. If Tornadus wins, that creature cannot take any action other than the attack action, or an action to cast a damaging spell for the next minute, or until Tornadus becomes incapacitated.

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Tornadus, Incarnate
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Tornadus, Therian
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