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.
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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