Medium Undead (Air Genasi), Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 108 (14d8 + 1)
Speed 30 ft., Acts as levitation. , Fly 30 ft.
STR
8 (-1)
DEX
18 (+4)
CON
12 (+1)
INT
9 (-1)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws WIS +3, CHA +6
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Cold, Necrotic, Poison
Senses Passive Perception 10
Languages Auran
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Detect Life. A Wailing Zephyr can magically sense the presence of creatures up to 5 miles away that are not undead or constructs. It knows the general direction they are in, but not their exact locations.

Incorporeal Movement. A Wailing Zephyr can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Limited Transparency.  A Wailing Zephyr cannot be seen unless sunshine is present, so that the particles of its former existence are seen like a sparkling silver.  A successful wisdom save (DC 15) in the darkness or (DC 10) in the sunshine will reveal its presence.

Spellcasting. A Wailing Zephyr is a  1st level spellcaster. Its spellcasting ability is 14. A Zephyr has following Warlock spells prepared:
Cantrips (at will): Frostbite
1st level (2 slots): Cause Fear

Actions

Lesser Wail (Recharge 3). The Wailing Zephyr releases a mournful wail. This wail has no effect on constructs and undead. All other creatures within 20 feet of it that can hear the wail must make a DC 12 Constitution saving throw. On a failure, a creature takes 10 (2d6+3) psychic damage.

Lesser Whirlwind (Recharge 4 ). Each creature in the Wailing Zephy'r's space must make a DC 12 Strength saving throw. On a failure, a target takes 12 (3d8) bludgeoning damage and is flung up 10 feet away from the Zephyr in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone.

Possession (Recharge 6). One humanoid that a Wailing Zephyr can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the Zephyr; the Zephyr then disappears, and the target is incapacitated and loses control of its body. The Zephyr now controls the body but doesn't deprive the target of awareness. The Zephyr itself can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8) bludgeoning damage.

Description

A Wailing Zephyr is the unfortunate outcome of an shortsighted Air Genasi warlock who has accepted the patronage of a powerful and evil Air Elemental. It spends its existence wandering the winds and looking to inhabit a living humanoid in order to recover the existence it once had before making its pact. It is an angry and vengeful spirit.  If an air elemental of greater power is summoned or appears, it will become frightened and spend the next five turns fleeing in any direction.  If an air elemental of lesser power appears it will automatically attack it in revenge for the pact that transformed it.

Previous Versions

Name Date Modified Views Adds Version Actions
2/13/2022 7:43:36 PM
27
2
5e
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Aginknight_Zephron

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