Windhusk Stormborn (5e Creature)

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Windhusk Stormborn[edit]

Medium undead, neutral evil


Armor Class 13
Hit Points 84 (13d8 + 26)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 15 (+2) 11 (+0) 11 (+0) 7 (-2)

Proficiency Bonus +3
Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered
Damage Immunities lightning, poison, thunder
Condition Immunities charmed, exhaustion, poisoned
Senses passive Perception 10
Languages Auran, Common
Challenge 8 (3,900 XP)


Electrified Body. The windhusk's melee attacks deal 2d6 extra lightning damage (included in the attacks). Any creature that begins its turn grappling the windhusk takes 7 (2d6) lightning damage.

Stench. Any creature that starts its turn within 5 feet of the windhusk must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the windhusk's Stench for 24 hours.

Turning Defiance. The windhusk and any regular windhusks within 30 feet of it have advantage on saving throws against effects that turn undead.

ACTIONS

Multiattack. The windhusk makes two bite attacks and uses its thunderclap

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and 7 (2d6) lightning damage.

Thunderclap. Ranged Weapon Attack: +6 to hit, reach 20/40 ft., one target. Hit: 11 (2d10) thunder damage, and the target must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Lightning Wind Blast (Recharge 6). The windhusk exhales electrified winds in a 60-foot cone. Each creature in that area must make a DC 13 Strength saving throw. On a failed save, a creature takes 16 (3d10) bludgeoning damage and 16 (3d10) lightning damage and is pushed 30 feet away from the windhusk. On a successful save, a creature takes half as much damage and isn't pushed.

REACTIONS

Wind Puff. When the windhusk is hit by a melee attack, the attacker must succeed on a DC 15 Strength saving throw or be pushed 10 feet away from the windhusk.

A tougher variety of windhusk, a windhusk stormborn must be created from a humanoid corpse that has been struck by lightning or electrified by other means. This powerful storm energy lies dormant in the windhusk's inflated lungs, where it crackles across the creature's pale flesh, creating a sulfury smell on top of its existing funk of death. Its eyes in particular blaze with bright blue electricity. In addition to its usual wind blasts, a windhusk stormborn can create deafening thunder from the clap of its hands. The wind blasts themselves are now imbued with arching electricity, and the resulting winds resemble lightning bolts more than anything else.

Undead Nature. A windhusk stormborn doesn't require air, food, drink, or sleep.

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