Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Disperse
Circumstance: Trigger: The living whirlwind takes damage from a hostile action.
The living whirlwind disperses. Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the living whirlwind reforms in any space in which it can fit within 25 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed.
Ability
Swiftness
The living whirlwind's movement doesn't trigger reactions.
Offense
Melee
Circumstance: combat round (melee)
gust +14 [+9/+4] (finesse, reach 10 feet), Damage 2d6+7 bludgeoning plus Push 5 feet
Trait
Air
Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Immunity
bleed
paralyzed
poison
sleep
Language
Auran
Perception
darkvision