Wynn the Wind Charmer (5e Creature)

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Wynn the Wind Charmer[edit]

Medium humanoid (human), neutral


Armor Class 12 (15 with mage armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 16 (+3) 17 (+3) 17 (+3) 16 (+3)

Saving Throws Con +5, Cha +5
Proficiency Bonus +2
Damage Resistances lightning, thunder
Senses passive Perception 13
Languages Auran, Common, Elvish
Challenge 3 (700 XP)


Gift of Wind. When Wynn casts a spell of 1st level or higher that deals thunder damage, that spell deals an additional 3 thunder damage.

Spirit Charmer. Wynn can cast find familiar as a ritual. When Wynn takes the Attack action, her familiar can make an attack attack using its reaction. While her familiar is within 30 feet of her, its attacks are treated as magical for the purpose of overcoming damage resistance or immunity and deal an additional 4 (1d8) thunder damage.

Spellcasting. Wynn is a 6th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She knows the following warlock spells:

Cantrips (at will): lightning lure, mind sliver, thunderclap
1st-3rd level (two 3rd-level slots): cause fear, charm person, crown of madness, expeditious retreat, find familiar, flock of familiars, fly, mage armor, shatter*, suggestion, thunder step*, witch bolt

*Spell of 1st level or higher that deals thunder damage.

ACTIONS

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.

Windy Charm. Wynn targets one creature that she can see within 30 feet of her. If the target can see Wynn, it must succeed on a DC 13 Wisdom saving throw or be magically charmed. The charmed creature regards Wynn as a trusted friend to be heeded and protected. Although the target isn't under Wynn's control, it takes Wynn's requests or actions in the most favorable way it can.
Each time Wynn or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Wynn dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to Wynn's Windy Charm for the next 24 hours.
Wynn can have no more than one creature charmed at a time.

Unpossessed. Wynn casts mage armor without expending a spell slot.

BONUS ACTIONS

Spiritual Wind Art Miyabi. Wynn releases a charmed creature from her control, this causes both the controlled creature and one other creature within 30 feet of it to be magically teleported into unoccupied spaces within 500 feet of Wynn that she can see.


One of the original four spirit charmers, Wynn focuses on the use and control of both wind magic and the monsters associated with it. Her familiar, Gusto, is a small bound dragon.

5.00
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