An air elemental torn loose and left unbound when whatever event shattered this land tore through it. He doesn't drag one target around like the module's other forced-movement bosses — he pulls the whole fight to him at once, opening at range before hauling every enemy nearby into a single cluster and blasting it.
A wind-blade at range — 3d6+3 slashing damage, and a failed Reflex save (DC 16) knocks the target three meters back.
Every enemy within 10 meters gets yanked bodily into a cluster around him at once, then a follow-up cleave (2d8+4 slashing) hits everyone still close. The module's first mass pull — every earlier forced-movement trick drags one target at a time.
One last, large nova — 4d10 electrical damage in a 9-meter burst, halved on a successful Reflex save (DC 18). No permanent buff follows it; this is the compendium's only finisher that just ends the fight cleanly, one way or the other.
Revised CR7 → CR16 after checking Shattered Land's ambient table: real content there (the manes, the lesser stingers) already runs CR12–14, so a CR7 boss was near the bottom of his own zone's difficulty. CR16 puts him clearly above it.
Dex 25 against Str 24 keeps him reading as fast and evasive rather than a brute, which matters more than usual here because Vortex Pull only works dramatically if he's clearly quicker than what he's pulling in. Con 19 with a modest 1.14× hp multiplier keeps his total pool comparatively lean for his level — he's meant to be a burst-damage fight, not an attrition one. Eye of the Storm still carries no permanent tail, unlike almost every other boss's finisher in this batch — not every ending needs an enrage.