THE SHARED REFERENCE Adventurer

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.

Spellcasting

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.

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