The area you move through is ignited, dealing 5 damage to enemies who pass through it. Resets at the start of tour turn.
- Burning Blades.d66.
All adjacent targets. On damage: Burning (Burning: take 5 fire damage at the end of your turns until you make a DEX save/1 action. Fall prone to automatically succeed.)
At 187 HP, Blazing Path now only resets when you are slain.
Attacks against you that roll 7+ on the primary die miss.
- Whirlpool.2d20+10.
(Range 12, 5x5 area) DC 18 STR save or pulled into the center and Drowning (Drowning: Wounded at the end of your turn unless you spend 2 actions to cough up water.)
At 120 HP, waves spray seafoam about. Heroes make a DC 18 DEX save or are Blinded (End of turns).
Melee attackers are Dazed.
- Earthslam.1d6+30.
(Adjacent 3×3 area) On crit: Buried (Buried: Blinded and Restrained/Escape DC 18. 20 damage if you end your turn Buried.)
At 65 HP, degrade armor by one step but melee attackers also take 5 damage.
When you take 20+ damage, teleport 8.
When you take damage from wind spells, deal that much damage to another target in range.
- Whirlwind.2d12+20.
(Range 18, 3x3x12 Cylinder) DC 18 STR save, Fail: Restrained (Escape DC 18). On subsequent turns you can move this (and all Restrained creatures) up to 12 as part of this action.
At 122 HP, surround yourself in a vortex that makes ranged attacks against you at Disadvantage.