Air Orb (5e Creature)

From D&D Wiki

Jump to: navigation, search

Air Orb[edit]

Small elemental, neutral


Armor Class 16
Hit Points 7 (3d6 - 3)
Speed 0 ft., fly 60 ft. (hover)


STR DEX CON INT WIS CHA
1 (-5) 23 (+6) 8 (-1) 7 (-2) 11 (+0) 11 (+0)

Proficiency Bonus +2
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages Auran
Challenge 1 (200 XP)


Evasion. If the orb is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the orb instead takes no damage if it succeeds on the saving throw and half damage if it fails.

Innate Spellcasting (1/Day). The orb can innately cast gust of wind (spell save DC 12), requiring no material components. Its innate spellcasting ability is Charisma.

ACTIONS

Slam. Melee Spell Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.


A tightly bound orb of elemental air, an air orb sounds like a light breeze when in motion. Its body is an ephemeral mass of wind, and is easily broken apart, dispersing the orb. It can summon strong winds, and it moves very quickly.

5.00
(one vote)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: