Tamriel: 9 Provinces, 5 Oceans, 19 Planes, 150 Villages, 64 Cities and a very long roadmap!
Played | 830 times |
Cloned | 120 times |
Created | 169 days ago |
Last Updated | 3 days ago |
Visibility | Public |
Description
Air Atronachs are volatile Daedric elementals formed from the chaotic collision of fire, frost, and lightning. They are clever forces of destruction, capable of absorbing the essence of fallen atronachs to empower their elemental abilities.
Size | Large |
Type | Elemental |
CR | 10 |
XP | 5900 |
Languages | Primordial, understands Common but cannot speak |
Armor Class | 17 |
HP Range | 120 - 180 (Avg: 150) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Chain Lightning
The Air Atronach targets one creature it can see within 120 feet. The target must make a DC 18 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much on a successful one. The lightning then arcs to up to three additional targets within 30 feet of the first target.
Elemental Pulse
The Air Atronach releases a wave of elemental energy in a 30-foot radius. Each creature in that area must make a DC 18 Dexterity saving throw, taking 36 (8d8) damage of a random type (fire, cold, or lightning) on a failed save, or half as much on a successful one.
Frost Burst
The Air Atronach unleashes a burst of freezing energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 27 (6d8) cold damage and being restrained until the end of their next turn on a failed save, or half as much damage and not being restrained on a successful one.
Gout of Flame
The Air Atronach exhales a 30-foot cone of fire. Each creature in that area must make a DC 18 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much on a successful one.