Windborn Exalted (5e Creature)

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Windborn Exalted[edit]

Medium elemental (windborn), chaotic evil


Armor Class 17 (natural armor)
Hit Points 161 (19d8 + 76)
Speed 30 ft., fly 80 ft. (hover)


STR DEX CON INT WIS CHA
12 (+1) 21 (+5) 18 (+4) 12 (+1) 14 (+2) 16 (+3)

Saving Throws Con +9, Wis +7
Skills Acrobatics +10, Deception +13
Proficiency Bonus +5
Damage Resistances thunder; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities lightning, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Auran, Common
Challenge 16 (15,000 XP)


Shocking Weapons. The windborn's weapon attacks are magical. When the windborn hits with any weapon, the weapon deals an extra 10 (3d6) lightning damage (included in the attack).

Lightning Absorption. Whenever the windborn is subjected to lightning damage, it takes no damage and instead gains a number of hit points equal to the lightning damage dealt.

Charged Body. A creature that touches the windborn or hits it with a melee attack while within 5 feet of it takes 10 (3d6) lightning damage.

Innate Spellcasting. The windborn's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The windborn can innately cast the following spells, requiring no material components:

At will: fog cloud, gust of wind
3/day each: call lightning, ice storm, wind wall
1/day: plane shift (self only)

Rejuvenation. If its spirit feather exists, a destroyed windborn gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the spirit feather.

ACTIONS

Multiattack. The windborn can use its Billowing Exaltation. It then makes four attacks.

Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) lightning damage.

Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) lightning damage.

Billowing Exaltation (3/Day). The windborn chooses up to three nonhostile creatures it can see within 30 feet of it. An affected creature can use its reaction to fly up to 80 feet without provoking opportunity attacks. Each creature that benefits from this action then takes 10 (3d6) lightning damage. This damage cannot be reduced or avoided by any means. If this damage reduces an affected creature to 0 hit points, the windborn regains hit points equal to the damage dealt.

Lightning Breath (Recharge 5-6). The windborn exhales lightning in a 120-foot line that is 5 feet wide. Each creature in that area must make a DC 17 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one.


Windborn exalted are true masters of the skies who spend all their time flying amidst the clouds, never landing, as they do not need any sustenance that would draw them away from the heights they adore. Windborn exalted only approach the ground if they see an opportunity to spread the influence of elemental air by seeding cults among awed surface-dwellers and even then, they still hover a short distance above the ground. One story states that this is because a windborn exalted that does touch the ground will be instantly banished to the Plane of Air and be unable to return to the mortal realm for at least one hundred years, though this is unconfirmed.
The Plane of Air certainly does host something significant to each and every windborn exalted: their spirit feathers, formed by a bargain for power made between a lesser windborn and the most powerful beings of evil air. As long as the spirit feather freely rides the winds, a slain windborn exalted may continually return from death. Such is the magic of the spirit feather that it can slip out from any container it might be placed inside, even those that are entirely airtight. Additionally, the feather contains some lingering echo of the devil-may-care consciousness of the windborn it was created from, so its movements, which appear random to a casual observer, are actually guided to a certain extent.
The only way to truly capture a spirit feather and thus permanently kill a windborn exalted is to trap the feather inside a hollow stone that has been imbued with the mightiest power of elemental earth, though even then, the wee feather will lead its would-be captors on a merry chase.

Elemental Nature. A windborn exalted doesn't require air, food, drink, or sleep.

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