Hawanari

Large elemental, lawful evil

Armor Class 17 (natural armor)
Hit Points 230 (20d10 + 120)
Speed 40 ft., fly 90 ft.

STR DEX CON INT WIS CHA
22(+6) 14 (+2) 23 (+6) 16 (+3) 16 (+3) 18 (+4)

Saving Throws Dexterity +7, Intelligence +8, Wisdom +8, Charisma +9
Damage Resistances fire, lightning, thunder
Senses darkvision 120 ft., passive Perception 13
Languages Auran, Ignan, telepathy 120 ft.
Challenge 13 (10,000 XP)

Special Traits

Actions

  • Multiattack. The hawanari makes three Scimitar attacks or uses its Hurl Flame twice.
  • +1 Scimitar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 5 (1d6 + 2) fire, lightning, or thunder damage (hawanari’s choice).
  • Hurl Flame. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.
  • Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the hawanari can see within 120 feet of it. The whirlwind lasts as long as the hawanari maintains concentration (as if concentrating on a spell). Any creature but the hawanari that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The hawanari can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the hawanari loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

Bonus Actions

  • Second Wind (recharges after a short or long rest). The hawanari may regain 1d10 + 15 hit points.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene