Wind Elemental Warden - AI-generated fantasy Monster

Wind Elemental Warden

The Tribunal was built to judge disputes between mortal kingdoms and elemental powers. Its sigil is said to grant lawful passage through sealed planar boundaries. The Wind Elemental Warden was created after the first sigil was stolen, and it has since interpreted every attempted theft as a continuation of that original crime.

LargeElemental(Elemental)CR Challenge Rating 5Lawful Neutral

Wind Elemental Warden

elementalaircontrollerguardiantribunalsigil-guardiansolo-monster
HP84AC+7SPDFly 90 ft. (hover)CR5 (1,800 XP)PerceptionStealth
STR
16
DEX
18
save
CON
15
save
INT
10
WIS
14
save
CHA
12
Air Form. The warden can move through a space as narrow as 1 inch wide without squeezing. It can move through other creatures' spaces, but cannot end its movement there. It has advantage on saving throws against effects that would knock it prone or move it against its will.
Whirlwind. The warden can enter the space of a creature one or more sizes smaller than itself. The first time it enters a creature's space on a turn, that creature must succeed on a Strength saving throw or be pushed 10 feet. The warden cannot use this trait while it is in Whirlwind Form.
Whirlwind Form. The warden has resistance to nonmagical weapon damage and can hover. If the warden is incapacitated, it loses the ability to hover and begins falling.
Storm Judgment. The warden's attacks are magical. Whenever it deals thunder or lightning damage, the target cannot benefit from invisibility until the end of the target's next turn.
Multiattack. The warden makes two Gale Lash attacks.
Gale Lash. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 10 () bludgeoning damage plus 3 () thunder damage. If the target is Large or smaller, the warden can push it up to 10 feet.
Lightning Strike. The warden chooses a point it can see within 90 feet. Each creature in a 10-foot-radius, 30-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 18 () lightning damage on a failed save, or half as much damage on a successful one. A creature that fails the save cannot take reactions until the start of its next turn.
Whirlwind (Recharge 5-6). The warden transforms into a vortex of howling wind for up to 1 minute, or until it ends this effect as a bonus action. While in this form, the warden can enter and occupy the spaces of other creatures, does not provoke opportunity attacks, cannot make Gale Lash attacks, and can move through openings as narrow as 1 inch without squeezing. Each creature whose space the warden enters for the first time on a turn must succeed on a Strength saving throw or take 10 () bludgeoning damage and be pushed up to 15 feet. A creature that fails by 5 or more is also knocked prone. The warden can carry one creature of Large size or smaller that fails this saving throw. The carried creature is restrained, moves with the warden, and repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The warden can carry only one creature at a time.
Countercurrent. When a creature within 30 feet of the warden is moved against its will, the warden creates a countercurrent. The creature can reduce the forced movement by up to 15 feet and can choose to land on its feet if it would otherwise be knocked prone.
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