22 (natural armor)
283 (21d12+147)
walk 50 ft., fly 150 ft.
Dex +13, Wis +11, Cha +12
cold, fire; bludgeoning, piercing, slashing from nonmagical attacks
lightning, poison, thunder
charmed, frightened, paralyzed, petrified, poisoned, prone, restrained
blindsight 120 ft.
Auran
18
Yan-C-Bin can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space.
Yan-C-Bin's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical attacks.
If Yan-C-Bin fails a saving throw, he can choose to succeed instead.
Yan-C-Bin has advantage on saving throws against spells and other magical effects.
Yan-C-Bin's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: • At will: gust of wind, invisibility, lightning bolt • 2/Day each: chain lightning, cloudkill, haste
Yan-C-Bin makes two slam attacks.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) force damage plus 10 (3d6) lightning damage.
Yan-C-Bin unleashes a terrible thundercrack in a 100-foot-radius sphere centered on himself. All other creatures in the area must succeed on a DC 24 Constitution saving throw or take 31 (9d6) thunder damage and be deafened for 1 minute. On a successful save, a creature takes half as much damage and is deafened until the start of Yan-C-Bin's next turn.
Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action.
Yan-C-Bin summons up to three air elemental and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Yan-C-Bin, and disappear if Yan-C-Bin is reduced to 0 hit points.
Yan-C-Bin can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Yan-C-Bin regains spent legendary actions at the start of its turn.
Yan-C-Bin unleashes a peal of thunder that can be heard out to a range of 300 feet. Each creature within 30 feet of Yan-C-Bin takes 5 (1d10) thunder damage.
Yan-C-Bin magically teleports up to 120 feet to an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him.
Yan-C-Bin steals the air of one breathing creature he can see within 60 feet of him. The target must make a DC 21 Constitution saving throw. On a failed save, the target drops to 0 hit points and is dying. On a successful save, the target can't breathe or speak until the start of its next turn.
Yan-C-Bin dwells in a palace of air on the Elemental Plane of Air. In his palace and in air nodes on the Material Plane (including the Howling Caves, described in chapter 5), Yan-C-Bin is master. He can use the following actions in his lair. On initiative count 20 (losing initiative ties), Yan-C-Bin takes a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: • Yan-C-Bin drops the temperature of the air, covering all surfaces with ice. This effect is identical to the sleet storm spell. • Yan-C-Bin controls the surrounding air as an extension of himself. Each creature Yan-C-Bin designates must succeed at a DC 24 Constitution saving throw or be hoisted or flung 3d6 × 10 feet through the air. A creature smashed into a solid object or released in mid-air takes 1d6 bludgeoning damage for every 10 feet moved or fallen. • Yan-C-Bin creates a torrent of debris within 120 feet of him that lasts until initiative count 20 on the next round. The debris lightly obscures every creature and object in the area for the duration. All creatures in the area must succeed at a DC 24 Wisdom saving throw or be blinded until initiative count 20 on the next round.
When Yan-C-Bin inhabits an elemental node, the air is at his command. Temperatures fluctuate from blistering hot to freezing cold; thunder rolls and lightning cracks; powerful gales bear heavy creatures and objects aloft and hurl them with incredible force; cyclones touch down randomly, obliterating whatever they touch. • Gale force winds tear across the landscape in a 5-mile radius, whisking away small or light objects, dismantling roofs and fences, tearing branches from trees, and making flight impossible. Small and Medium creatures move at half speed through the wind; Tiny creatures exposed to the wind are carried away with it at a rate of 40 feet per round unless they succeed at a DC 15 Strength (Athletics) check. • Thunderstorms erupt in a 5-mile radius centered on Yan-C-Bin's lair, creating deafening cracks of thunder and constant lightning. Every ten minutes the storm rages, creatures standing beneath the open sky have a five percent chance of being struck by lightning. A creature struck by lightning must make a DC 21 Constitution saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. • Cyclones touch down within a 5-mile radius of Yan-C-Bin's lair. Every hour, there is a five percent chance that characters in this area are caught in the path of a cyclone moving 250 feet per round. Each character must succeed on a DC 21 Constitution saving throw or take 33 (6d10) bludgeoning damage. Wooden or flimsy structures in the path of the cyclone are destroyed. • Natural caverns and windblown canyons within 1 mile of the lair form intermittent portals to the Elemental Plane of Air, allowing elemental creatures into the mortal world to dwell near those locations. If Yan-C-Bin is destroyed or banished back to his home plane, the regional effects fade over the next 1d10 days.