Edenian Windmaster (5e Creature)
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Edenian Windmaster[edit]
Medium humanoid (any race), neutral Armor Class 12
Saving Throws Dex +6 Elevating Kick. If the edenian moves at least 20 feet straight toward a creature and then hits it with a kick attack on the same turn, that target must succeed on a DC 12 Strength saving throw or take 5 (1d10) bludgeoning damage, be pushed back 5 feet, and fall under the effects of the levitate spell. This effect ends if the target is attacked. Innate Spellcasting. The edenian's innate spellcasting ability is Charisma (spell save DC 12). The pyromancer can innately cast the following spells, requiring no material components: At will: air cushion Resilience. If damage reduces the edenian to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the edenian drops to 1 hit point instead. ACTIONSKick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage. Steel Fan. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage. BONUS ACTIONSFinish Him! When the edenian reduces a creature to 0 hit points with a melee attack on its turn, the edenian moves up to half its speed and uses one melee attack. Moving Wind (2/Day). The edenian uses their fans to summon forth a great current of wind for 1 minute. This wind carries the edenian, granting them a flying speed of 40 feet and they can hover.
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Edenians have long been known for their mastery over the elements, with their most lethal perhaps being the element of air. When controlled by an edenian, the wind is fierce enough to cut through flesh. |
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