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Living Whirlwind

Creature 5 — air, elemental

SnareShadeAERIALelementalair

A living whirlwind resembles a dust devil with a vague mouth and eyes formed among the dust and debris swirling within it. Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes. They're noted for being elusive, swift, and often difficult to detect due to being composed primarily of air.

Source: pathfinder-monster-core

Perception +10; darkvision
Languages sussuran
Skills acrobatics +16, stealth +14
Str
+3
Dex
+5
Con
+2
Int
-2
Wis
+1
Cha
+0
AC 24 Fort +9 Ref +16 Will +10
HP 50
Immunities bleed, paralyzed, poison, sleep
Speed 0 feet, fly 50 feet (swiftness)

Offense

Melee Gust (finesse, reach-10) +14, Damage 2d6+7 bludgeoning

Abilities

Disperse (air) — At the end of the turn, the living whirlwind reforms in any unoccupied space within 25 feet of where it dispersed, and its high winds are restored.
High Winds (air, aura) — 20 feet.

Air within the emanation is difficult terrain for Flying creatures that don't have the air trait.
Swiftness — The living whirlwind's movement doesn't trigger reactions.
Forceful Winds (air) — The living whirlwind creates a 60-foot line of violent wind. Creatures in the area must succeed at a DC 25 Fortitude save or be pushed back 10 feet and knocked Prone.

WORKS WELL WITH

AnvilAERIAL / LANDA frontline body pins the party's attention on the ground while the difficult terrain aura punishes anyone trying to fly past it.
CrasherAERIALA hard-hitting striker can finish off targets the line of wind has already knocked Prone and pushed out of position.

PUNISHES

✖ clumping✖ ranged reliance
This creature reforms and repositions freely, so pairing it with another highly mobile controller risks the party losing track of both threats.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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