Awilo Nefasi, the Greater Storm Elemental

Huge elemental, lawful neutral

Armor Class

15

Hit Points

114 (12d12 + 36)

Speed

45 ft.

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities

lightning, poison, thunder

Condition Immunities

exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses

darkvision 60 ft.

Languages

Auran

Challenge

8

Air Form

The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Body of the Storm

A strong wind blows around the elemental in a 10 foot radius, confering the following effects: • Unprotected flames in that area are extinguished. • The area is difficult terrtain for all other creatures. • Ranged weapon attack rolls have disadvantage if they pass in or out of the range.

Heart of the Storm

A creature attempting to leave the storm's space must succeed on a DC 17 Strength saving throw.

Rage of the Storm

A creature that starts its turn in the elemental's space takes 4 (1d8) lightning damage and 4 (1d8) thunder damage.

Seige Monster

The elemental does double damage to objects and structures.

Actions

Slam

Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 14 (2d8 + 5) bludgeoning damage.

Ball Lightning (Recharge 6)

The elemental summons 2 (1d4) Motes of Lightning in unoccupied spaces within 60 feet.

Disperse

The elemental becomes invisible until it uses an action to return to normal. While invisible in this way, the elemental's traits Body of the Storm, Heart of the Storm, and Rage of the Storm are inactive.

Whirlwind (Recharge 4-6)

Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 40 feet away from the elemental 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.