In a ravaged world, a giant obsidian tower rises. Few are summoned inside. You are one of them.
Played | 96 times |
Cloned | 11 times |
Created | 269 days ago |
Last Updated | 17 days ago |
Visibility | Public |
Description
The Glasswind Elemental is a swirling manifestation of air and glass, embodying the unique and hazardous winds of the Glasswind Basin. This elemental thrives in the arid landscapes, drawing power from the shimmering shards of glass that cover the ground. It harnesses the power of the winds to disorient its foes and sculpt the environment around it, creating obstacles and mirages made of sharp glass shards.
Size | Medium |
Type | Elemental |
CR | 4 |
XP | 1100 |
Languages | Auran |
Armor Class | 15 |
HP Range | 45 - 55 (Avg: 50) |
Damage Vulnerabilities | None |
Damage Resistances | , |
Damage Immunities | |
Condition Immunities | , , , , , , , |
Multiattack
The elemental makes two slam attacks.
Shard Gust
The Glasswind Elemental releases a blast of razor-sharp glass shards in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d8 slashing damage on a failed save, or half as much damage on a successful one.
Slam
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Whirling Winds
As a bonus action, the Glasswind Elemental can increase its movement speed and cause obstacles around it to swirl up. It gains advantage on Dexterity saving throws until the end of its next turn.
Whirlwind
Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.