Windy Wailer

Large Undead, neutral evil (CR 5)

Armor Class 14

Hit Points 75 (10d10+20)🎲

Speed 0 ft., fly 60 ft., hover true ft.


STR

10 (+0)

DEX

18 (+4)

CON

15 (+2)

INT

11 (+0)

WIS

14 (+2)

CHR

16 (+3)


Skills perception 5

Senses darkvision 60 ft., passive Perception 15

Languages Common

Challenge Rating 5

Actions

Chilling Touch.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) necrotic damage plus 7 (1d6) cold damage.

Wind Blast.

Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit: 14 (4d6) cold damage, and the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the windy wailer and knocked prone.

Frightful Gale (Recharge 5-6).

The windy wailer unleashes freezing wind filled with fearful wailing in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 14 (4d6) cold damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn’t frightened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature reduced to 0 hp by the windy wailer’s Frightful Gale and later revived is permanently marked by a shock of white hair somewhere on its body.


sizeLarge

typeUndead

group

alignmentneutral evil

strength_save

dexterity_save7

constitution_save

intelligence_save

wisdom_save

charisma_save

perception5

damage_vulnerabilities

damage_resistancesacid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

damage_immunitiescold, necrotic, poison

condition_immunitiesexhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

cr5

reactions

legendary_desc

legendary_actions

special_abilitiesname: Ghostlight,desc: When a creature that can see the windy wailer starts its turn within 30 feet of the wailer, the wailer can force it to make a DC 15 Wisdom saving throw if the wailer isn’t incapacitated and can see the creature. On a failure, a creature is incapacitated and its speed is reduced to 0 as it is mesmerized by the windy wailer. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the windy wailer until the start of its next turn, when it can avert its eyes again. If the creature looks at the windy wailer in the meantime, it must immediately make the save.,name: Incorporeal Movement,desc: The windy wailer 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.

spell_list

page_no370

document__license_urlhttp://open5e.com/legal

document__slugtob2

document__titleTome of Beasts 2

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

Find the complete stats on: Open5e

Tome of Beasts 2, page no. 370
Other formats: JSON

← Wind's Harp Winter Hag →