Dust Devil
Medium elemental, chaotic neutral
- Armor Class 14
- Hit Points 44 (8d8 + 8)
Speed 0 ft., fly 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 6 (-2) 10 (+0) 6 (-2)
- Damage Resistances thunder; bludgeoning, piercing, and slashing from non magical attacks
- Damage Immunities poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses darkvision 60 ft., passive Perception 10
- Languages Auran
Challenge 2 (450 XP)
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.
Actions
Multiattack. The elemental makes two attacks: one with its slam and one with its gust.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Gust. One target must make a DC 11 Strength saving throw. On a failure, the target takes 7 (2d6) bludgeoning damage and is flung up to 20 feet directly away from the elemental and knocked prone. If the saving throw is successful, the target only takes half damage and isn't flung away or knocked prone.
Upheaval (Recharge 4-6). The elemental pushes dust upwards at a point it can see within 15 feet of it. Each creature other than the elemental within 5 feet of the upheaval must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the elemental's next turn. The elemental needs loose earth, rock, or something similar to use upheaval.