Wind Monk (5e Creature)

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Wind Monk[edit]

Medium humanoid (any race), any chaotic alignment


Armor Class 12
Hit Points 91 (14d8 + 28)
Speed 30 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 10 (+0) 15 (+2) 10 (+0)

Saving Throws Dex +5
Proficiency Bonus +3
Senses passive Perception 12
Languages Auran and any one other
Challenge 8 (3,900 XP)


Innate Spellcasting. The monk's innate spellcasting ability is Wisdom (spell save DC 13). The monk can innately cast the following spells, requiring no material components:

1/day each: air removal, chilling wind, gust of wind

Become Wind. When the monk is reduced to 0 hit points by damage other than psychic, its body dissolves into wind and it dies. Each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 11 (2d10) bludgeoning damage plus 11 (2d10) cold damage on a failed save, or half as much on a success, and be pushed 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 10 Dexterity saving throw or take the same damage and be knocked prone.

ACTIONS

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if used with two hands.

Constricting Wind (Recharge 6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by a constricting air current. As an action, the restrained target can make a DC 12 Strength check, bursting through the current on a success.

BONUS ACTIONS

Windstruck (1/Day). The monk adds 1d10 cold damage to its next attack and damage roll with its qaurterstaff and if the attack hits, the target is pushed back 60 feet.

REACTIONS

Wind Sense. If a nonmagical ranged projectile hits the monk, it makes a DC 20 Dexterity saving throw. If it succeeds, it dodges the projectile and takes no damage; if it fails, it takes damage as normal.

Wind Monk.jpg

The monk disciples of Fuujin have mastery over the humble element of air. In combat, they use the wind to defeat opponents by overwhelming them with blasts of wind, cold, and even the removal of oxygen.

Freedom. Like the air itself, wind monks do not let themselves be obstructed by obstacles on their path to freedom. When they finally fall in battle, they are said to evaporate into wind, pushing all around them back as they attain a new level of freedom.

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