Wind Samurai (5e Creature)

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Wind Samurai[edit]

Medium humanoid (any race), any alignment

Armor Class 15 (studded leather)
Hit Points 39 (6d8 + 12)
Speed 30 ft., fly 30 ft. (must end its turn on the ground)

13 (+1) 17 (+3) 15 (+2) 10 (+0) 13 (+1) 12 (+1)

Saving Throws Str +3, Wis +3
Skills Acrobatics +5, Athletics +3, Perception +3
Proficiency Bonus +2
Damage Immunities falling damage
Senses passive Perception 13
Languages Auran, Common
Challenge 3 (700 XP)

Cloud Sight. The samurai treat areas heavily obscured by mist, fog or clouds as lightly obscured, and ignore areas lightly obscured by mist, fog or clouds.

Wind Movement. The samurai's movement can't be reduced by wind speed, and the samurai have advantage on saving throws to avoid the effects of wind (magical or otherwise).
The samurai can't use this ability while indoors, unless there's blowing wind at a moderate or higher speed (such as magical wind from a spell of 2nd-level or higher).

Aerial Artistry. The samurai has advantage on Dexterity (Acrobatics) checks.


Multiattack. The samurai makes two attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) slashing damage. If the attack hits, the samurai can take the Disengage action as a bonus action and fly up to 15 feet in any direction, ending its movement on the ground.


Aerial Dash. The samurai takes the Dash or Disengage action.

Wind Samurai by Guailer

Wind samurai are elemental samurai trained in the floating islands of the Cloud Clan. They are skilled warriors, specialized in using acrobatic maneuvers and aerial strikes to attack their opponents from unorthodox angles, taking them by surprise. Their appearance is often delicate and soft, which disguises the deadliness of these fierce warriors.

Move Like the Wind. A wind samurai will never remain still during combat. He will often bring the fight to high places, or nearby deadly falls, where they can make the most out of their impressive aerial skills. They will constantly attack and retreat, in a skirmish fashion, wearing down their opponents, taking down those squishier and ranged foes first. Another of the wind samurai's tactics involves attempts of luring their adversaries to places where they can be pushed over and killed by the force of gravity. They especially like places where winds are fast and strong.

Lair Actions

On initiative count 20 (losing initiative ties), the wind samurai can take a lair action to cause one of the following magical effects; the wind samurai can't use the same effect two rounds in a row:

  • If it is raining, the wind samurai can cause the rain to stop falling in a 20-foot-radius sphere centered on him, or cancel this effect if it is active.
  • If it is windy, the wind samurai can choose the direction that the wind blows in a 100-foot-radius sphere centered on him. The wind blows in that direction until the end of the samurai's next turn. This action doesn't alter the speed of the wind.
(one vote)

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