Windstorm (5e Creature)
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Windstorm[edit]
Large fiend (heartless), chaotic evil Armor Class 20 (natural armor)
Saving Throws Str +14, Dex +10, Con +12, Cha +11 Legendary Resistance (3/Day). If the windstorm fails a saving throw, it can choose to succeed instead. Siege Monster. The windstorm deals double damage to objects and structures. ACTIONSMultiattack. The windstorm can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 8) piercing damage and 3 (1d6) thunder damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the windstorm's choice that is within 120 feet of the windstorm and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the windstorm's Frightful Presence for the next 24 hours. Tornado Breath (Recharge 6). The windstorm exhales a massive hurricane in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 63 (18d6) bludgeoning damage on a failed save, or half as much on a successful save.
LEGENDARY ACTIONSThe windstorm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The windstorm regains spent legendary actions at the start of its turn. Tail. The windstorm makes a tail attack. |
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