Antimaterial Form. The elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, or if a creature starts it's turn in the elemental's space, that creature takes 1d6 force damage. It can also move through solid nonmagical objects, treating it as difficult terrain and dealing 2d10 force damage to the object if it ends it's turn inside the object. Innate Spellcasting. The rift elemental's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: Eldritch Blast 3/day each: Magic Missile, Misty Step 1/day: Banishment
Multiattack. The elemental makes two touch attacks. Conjure Rift (Recharge 5-6). Up to three creatures of the elemental's choice within 30 feet of it must succeed on a DC 13 Dexterity saving throw. On a failed save, the target takes 22 (4d20) force damage, bypassing resistance, and becomes paralyzed until the end of it's next turn. On a successful save, the target takes half as much damage and is not paralyzed, moving 5 feet in a direction of their choice to avoid the attack. Touch. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6+3) force damage, and the target must make a DC 13 Constitution saving throw or have their Armor Class reduced by 1 for one hour. This effect can stack, to a maximum AC reduction of 10.