Wind Elemental Warden - AI-generated fantasy Monster

Wind Elemental Warden

Long ago, the Storm Pillar was raised to anchor a route between the mortal world and the upper skies. When raiders tried to plunder the shrine, the priests shattered a wind relic and sealed its spirit into the stone. The result was a guardian that remembers duty but not mercy. Some say the warden is less a monster than a broken oath given wings.

LargeElemental(elemental)CR CR 8Neutral

Wind Elemental Warden

elementalairstormguardianbossflyingcontroller
HP136AC17SPDfly 90 ft. (hover)CRCR 8PerceptionStealth
STR
14
DEX
20
save
CON
16
save
INT
14
WIS
15
save
CHA
18
Air Form. The warden can hover and move through narrow openings as if it were no wider than 5 feet, provided it is made of wind or mist.
Wind-Locked Balance. The warden has advantage on Dexterity saving throws and on checks made to resist being moved, knocked prone, or restrained by nonmagical means.
Wind Veil. Ranged weapon attacks made against the warden are made with disadvantage if the attacker is more than 30 feet away.
Charged Rush. The first time each turn the warden moves at least 20 feet straight toward a creature and then hits it with a melee attack, the attack deals an extra 9 () thunder damage.
Gale Blade. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 15 () slashing damage plus 7 () thunder damage, and the target must succeed on a Strength saving throw or be pushed 10 feet away from the warden.
Storm Lash. Ranged Spell Attack: to hit, range 90 ft., one target. Hit: 18 () lightning damage, and the target cannot take reactions until the start of its next turn.
Pillar's Roar. The warden exhales a howling burst in a 30-foot cone. Each creature in that area must make a Constitution saving throw, taking 27 () thunder damage and being knocked prone on a failed save, or half as much damage on a successful one. Loose objects not worn or carried are pushed 20 feet directly away from the warden.
Deflecting Updraft. When a creature the warden can see hits it with a ranged attack, the warden subtracts from the attack roll, potentially causing it to miss. If the attack misses, the attacker must succeed on a Strength saving throw or be pushed 10 feet directly away from the warden.
Gust Drift. The warden moves up to half its flying speed without provoking opportunity attacks.
Lashing Bolt (Costs 2 Actions). The warden makes one Storm Lash attack.
Cyclone Burst (Costs 3 Actions). The warden unleashes a 15-foot-radius burst centered on a point it can see within 60 feet. Each creature in the area must succeed on a Strength saving throw or be pushed 20 feet and knocked prone. The area becomes difficult terrain until the start of the warden's next turn.
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