Legendary Resistance (3/Day). If the Lord of Wind fails a saving throw, it can choose to succeed instead.
Ranged Resistance. The Lord of Wind has advantage on saving throws against attacks from 30 meters away or further.
Divine Winds. Any time the Lord of Wind is targeted by a attack from 20 meters away or further, roll a d6. On a 6 the lord of wind is affect by half the final damage, on a 2 to 5 the Lord of Wind is unaffected, and on a 1, the Lord of Wind is unaffected, and the attack is reflected back at the attacker as though it originated from the Lord of Wind, turning the attacker into the target.
Impenetrable Aura. Whenever a creature tries to move while within 20 meters of the Lord of Wind they make a DC 18 dexterity (acrobatics) check or get pushed 5 meters further from the Lord of Wind canceling their movement. If the creature is using this movement as flight they require a extra +5 to the DC, and get pushed another 5 meters back. (this is only active for as long as Benevolence unleashed isn't)
Multiattack. The Lord of Wind makes one of 2 series of attacks, depending on the prerequisite. Before Benevolence Unleashed the Lord of Wind does 5 attacks: 3 attacks with its Barrage and use another 2 actions as listed spells. If Benevolence Unleashed is active then the Lord of Wind can do 6 attacks: 1 attack with its bite, 1 attack with its tail, 2 actions as listed spells, and 2 attacks with its Barrage. it can always use its swallow instead of its bite.
Barrage. Ranged Weapon Attack: +18 to hit, reach 50ft., three targets. Hit: 28 (4d8 + 10) bludgeoning damage. The first time the Lord of Wind uses this attack after regurgitating all swallowed creatures the attack is done as a Pellet attack instead.
Spells. The Lord of Wind can cast a small list of cleric spells as regular actions: Bane(3rd), Command(3rd), Guiding Bolt(3rd), Shield of Faith(1st, 2 actions), Zone of truth(2nd, 2 actions), Daylight(3rd, 2 actions), Dispel Magic(4th, 2 actions), Control Weather(8th, 2 actions)
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Lord of Wind can’t bite another target.
Pellet. Ranged Weapon Attack: +19 to hit, reach 20 ft., on target. hit: 28 (4d8 + 10) bludgeoning damage along with (6d6) acid damage.
Tail. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Swallow. The Lord of Wind makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Lord of Wind, and it takes 56 (16d6) acid damage at the start of each of the Lord of Wind’s turns.
If the Lord of Wind takes 60 damage or more on a single turn from a creature inside it, the Lord of Wind must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Lord of Wind. If the Lord of Wind dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
The Lord of Wind 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 Lord of Wind regains spent legendary actions at the start of its turn.
Attack. The Lord of Wind makes 1 Barrage attack or casts 1 listed spell that would normally cost 1 action.
Move. The Lord of Wind moves up to 15 feat as flight.
Chomp (Costs 2 Legendary Actions). The Lord of Wind makes one bite attack or uses its Swallow.
The Lord of Wind can use the following action only if it has lost 120 health in one turn since its last turn or is at 3/4 of its total health.
Benevolence Unleashed (Costs 2 Legendary actions): The Benevolent Lord of Wind now uncoils it's self, allowing it to use it's movement action along with the attacks that have that prerequisite. along with that it loses the Impenetrable aura trait, but the Lord of Wind also heals 20 HP at the beginning of every turn. This effect is active for 3 hours or until it willingly ends it.
The Lord of Wind can use the following action only if it has Benevolence Unleashed active.
Description
The Lord of Wind is a large serpentine creature with of varying length lining the entirety of its body. At its typical, dormant, state the Lord of Wind appears as a, 30ft radius, writhing ball of wings; with it constantly slithering amongst its own knotted body, using its wings to both obscure every scale from slight and keep its self high above the ground, in a clearing between the plateaus.
The Lord of Wind is sentient, with humanoid intelligence; and, though it has a curious nature, it much prefers to not interact and not be intervened--it resting, in knots, as a way to meditate and explore its mind. It's usually willing to communicate with troubled individual or equally curious minds, though still would rather not interact--especially due to it rarely knowing intent, until something manages to reach it. Overall, it will repel anything from getting too close to it; but is typically a relative pacifist and will avoid attacks.
While Benevolence Unleashed is active, the lord of wind turns into the Benevolent Lord of wind. They unravel their body; revealing the full 120ft of their body, along with allowing them to finally show their full face. The Benevolent Lord now gains access to their full movement, letting them continuously fly and wind throughout the peaks around them. wings lining every inch of its sides, varying in size and flapping out of sync.
The rather peaceful nature of the Lord of Wind is quickly ended after Benevolence Unleashed is active, as finally unwinding its self from its meditation is only a act of rage or desperate times. after enraged they will typically put all of its might into either eliminating the aggressor or escaping their reach.
Lair and Lair Actions
The Lord of Wind loves areas with a fairly pure air quality away from large water sources, away from flat land, and away from barren land. the most ideal home would have a limited amount of large flora, but instead has lots of tall flowing grass and comparable flowers; as for fauna the area would hopefully have a decent amount of medium sized grazing animals. The Lord of Wind usually resides in a series a sharp plateaus, forming a maze of ravines. (think about 30 feet tall, with the cap's average diameter being about 10 feet; together causing a 10-20 foot gap between each plateau.)
Lair Actions
on initiative count 20 (losing initiative ties), The Lord of Wind takes a lair action to cause one of the following effects. it cannot use the same effect two rounds in a row:
- The Lord uses its mass of wings to summon a torrent that will bellow throughout the lair, as an attempt to clear it of threats--or distractions. all creatures within the lair make a DC 18 dexterity (acrobatics) check or get pushed 5 meters away from the Lord of Wind, canceling their movement. If the creature is using this movement as flight they require a extra +5 to the DC and get pushed 10 meters away, rather than 5.
- If Benevolence Unleashed is active, they may use the length of their body to smash into and topple any plateau within 15 feet of any point of the Lord's body, so long as this plateau is of a reasonable size. (This will both remove a platform, or block a path of the labyrinth; depending on the perspective)
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