Whirlwind
Whirlwind (Recharge
4–6
). Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (
3d8 + 2
) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (
1d6
) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
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