Galepiercer

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Pure elementals are the incarnations of fire, water, earth, air, or combinations thereof. While some elementals have their Essence bound in humanoid form, others exist as unbound forces of nature. Direct descendants of the Ashyidir Conclave, elementals generally exhibit personalities and combat tactics reminiscent of the Archfae that shares their element.

Sometimes, Elementals in their pure form are trapped and used in occult rituals to create corrupted monsters that will serve the cultists that conjured them. Fireblights and Galepiercers are examples of the creatures created from such rituals.

Galepiercer

Monster Level: 5
Medium. Elemental (Occult)
STR DEX END AWR INT CHA
3 3 0 0 -1 3
Ref: 13 Fort: 10 Ant: 10 Log: 9 Will: 13
Armor Rating 12 Resist Lightning 5 Immune Sonic
Hit Points 38 Senses Blindsight 30 ft
Speed 40 ft, Fly 40 ft Traits Immutable, Unerring Mind
Skills (DEX) Contorting +20, Sneaking +5
Features
Malleable Form. The Galepiercer can use its move action to pass through spaces as small as 1 inch, but if it ends its turn in such a space it takes 13 (2d12) blunt damage.
Actions

The Galepiercer can take FOUR of the following actions, or take the same action four times.

Move. The Galepiercer can move up to its speed.

Gale. Reach 5 ft Natural Weapon. +3 vs AR. Hit: 6 (1d6+3) sharp and the target becomes Blinded until the end of their next turn.

Whirlwind. 5 ft Radius Natural Weapon. +3 vs REF of all creatures the radius. Hit: 5 (1d4+3) sharp.