Elemental Hurricane
Level 11Attacks
Abilities
Trigger The elemental hurricane takes damage from a hostile action. Effect The elemental hurricane disperses. Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the elemental hurricane reforms in any space in which it can fit within 100 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed.
40 feet. Air within the emanation is difficult terrain for Flying creatures that don't have the air trait.
The elemental's movement doesn't trigger reactions.
The elemental exhales a 30-foot cone of air. Creatures in the cone must succeed at a DC 29 fortitude save or be knocked away from the elemental. A creature knocked into a solid object stops moving and takes 10d6 bludgeoning damage (roll the damage once for all creatures). The elemental hurricane can't use Gale Breath again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is pushed 20 feet. Failure The creature is pushed 40 feet. Critical Failure The creature is pushed 40 feet and knocked Prone.
Requirements The monster's last action was a successful Strike that lists Push in its damage entry Effect The monster attempts to Shove the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.