Monster
Aerisi Kalinoth
Outside your table’s allowed sources
Official reference · PotA · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 13, 16
- Hit points
- 66 (12d8 + 12)
- Speed
- Walk 30 ft.
- Challenge rating
- 7
- Alignment
- Neutral Evil
- Strength
- 8
- Dexterity
- 16
- Constitution
- 12
- Intelligence
- 17
- Wisdom
- 10
- Charisma
- 16
- Passive Perception
- 13
- Skills
- arcana: +6; history: +6; perception: +3
- Senses
- darkvision 60 ft.
- Languages
- Auran, Common, Elvish
- Resistances
- lightning
Traits
Fey Ancestry
Aerisi has advantage on saving throws against being charmed, and magic can't put her to sleep.
Howling Defeat
When Aerisi drops to 0 hit points, her body disappears in a howling whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind.
Legendary Resistance (2/Day)
If Aerisi fails a saving throw, she can choose to succeed instead.
Actions
Windvane
Melee Weapon Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d6 + 6) piercing damage, or 10 (1d8 + 6) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) lightning damage.
Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi has the following wizard spells prepared:
Spell slots: 0: spells: gust, mage hand, message, prestidigitation, ray of frost, shocking grasp; 1: slots: 4; spells: charm person, feather fall, mage armor, thunderwave; 2: slots: 3; spells: dust devil, gust of wind, invisibility; 3: slots: 3; spells: fly, gaseous form, lightning bolt; 4: slots: 3; spells: ice storm, storm sphere; 5: slots: 2; spells: cloudkill, seeming (cast each day); 6: slots: 1; spells: chain lightning
Lair actions
If Aerisi is in the air node while Yan-C-Bin isn't, Aerisi can take lair actions. On initiative count 20 (losing initiative ties), Aerisi uses a lair action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can't cast the same spell two rounds in a row, although she can continue to concentrate on a spell she previously cast using a lair action. Aerisi can take no other lair actions while concentrating on a spell cast as a lair action.
If Aerisi casts invisibility using this lair action, she also draws the power of the air node into herself. By doing so, she regains 15 (3d8 + 2) hit points.