Vortex Elemental - AI-generated fantasy Monster

Vortex Elemental

The first Vortex Elementals were created as containment engines for unstable portals. Most were destroyed when their creators learned that a storm given a will eventually chooses what it considers worth protecting. This specimen now believes the Core is the heart of the world and treats anyone attempting to reach it as a disease.

LargeElemental(Elemental)CR Challenge 5Unaligned

Vortex Elemental

elementalaircontrollerrift guardianhoveringforced movementthunderplanar anomaly
HP95AC+7SPDFly 60 ft. (hover)CR5 (1,800 XP)PerceptionSurvival
STR
18
DEX
16
save
CON
18
save
INT
12
WIS
14
save
CHA
14
Hovering. The elemental can hover, and it does not fall when knocked prone. It can move through the space of creatures that are Medium or smaller, treating their spaces as difficult terrain. A creature whose space it enters for the first time on a turn must succeed on a Strength saving throw or be pushed 5 feet.
Wind Shield. Ranged weapon attacks against the elemental are made with disadvantage if the attacker is more than 20 feet away. When a creature misses the elemental with a ranged attack, that creature is pushed up to 5 feet by a sudden crosswind.
Grounding Weakness. If the elemental is touching the ground, secured by chains, or affected by an effect that reduces its speed to 0, it loses its Hovering trait, cannot use Wind Shield, and has disadvantage on Dexterity saving throws. While grounded, it takes 10 extra damage from bludgeoning attacks made with metal weapons or from effects that deal force damage.
Air Form. The elemental has advantage on saving throws against spells and other magical effects that would move it, and it can occupy the space of another creature while moving through the air.
Slam. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () bludgeoning damage plus 4 () thunder damage. If the target is Large or smaller, the elemental can push it up to 10 feet.
Gale Blast. Ranged Spell Attack: to hit, range 90 ft., one target. Hit: 22 () thunder damage, and each creature within 10 feet of the target must succeed on a Strength saving throw or be pushed up to 10 feet and knocked prone. The elemental can choose to deal half damage and push the target without making the target prone.
Wind Shield. When a creature the elemental can see within 60 feet makes a ranged attack against it, the elemental gains 3/4 cover against that attack and can move up to 15 feet without provoking opportunity attacks. If the attack misses, the attacker must succeed on a Strength saving throw or be pushed up to 10 feet.
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