Corrupted Vortex Elemental - AI-generated fantasy Monster

Corrupted Vortex Elemental

Zaricia created the Corrupted Vortex Elemental by binding an air elemental to the barrier's central keystone and infusing it with storm energy harvested from a planar wound. The corruption has made the spirit furious and unstable. Though it follows Zaricia's commands, it increasingly acts according to its own destructive instincts and may eventually consume the barrier it was created to protect.

LargeElemental(Elemental)CR Challenge Rating 5chaotic neutral

Corrupted Vortex Elemental

elementalbruiserstormincorporealboss minionbarrier guardianforced movement
HP95AC16SPD30 ft., fly 50 ft. (hover)CR5 (1,800 XP)PerceptionIntimidation
STR
19
save
DEX
16
CON
18
save
INT
8
WIS
14
save
CHA
11
Incorporeal Movement. The elemental can move through other creatures and objects as if they were difficult terrain. It takes 5 () force damage if it ends its turn inside an object.
Storm Attunement. The elemental has advantage on saving throws against effects that would push, pull, knock it prone, or reduce its speed. Whenever it takes lightning or thunder damage, it can move up to 10 feet without provoking opportunity attacks.
Vortex Body. The elemental is immune to the effects of strong wind, and its flying movement does not cause it to fall. It can hover in place even while restrained, though its speed becomes 0.
Unstable Core. When the elemental is reduced to 0 hit points, it collapses in a violent burst. Each creature within 10 feet must make a Dexterity saving throw, taking 7 () thunder damage on a failed save or half as much on a successful one. The elemental cannot use this trait if it is destroyed while the barrier is inactive.
Multiattack. The elemental makes two Vortex Slam attacks.
Vortex Slam. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 11 () bludgeoning damage plus 4 () thunder damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 10 feet and knocked prone.
Vortex Grip. One creature the elemental can see within 30 feet must succeed on a Strength saving throw or be pulled up to 20 feet toward the elemental and grappled by swirling force. The grappled creature is restrained, and it takes 7 () thunder damage at the start of each of its turns. The elemental can grapple only one creature at a time. The grapple ends if the elemental is incapacitated, if the creature ends its turn more than 30 feet from the elemental, or if the creature uses an action to repeat the saving throw, ending the grapple on a success.
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