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Wind Eater 2014

CR 2 undead

Medium undead, lawful evil


Armor Class
14
Hit Points
65 (10d8+20)
Speed
30 ft.

STR8 (-1)
DEX18 (+4)
CON14 (+2)
INT12 (+1)
WIS16 (+3)
CHA13 (+1)

Saving Throws
Constitution +4, Wisdom +5
Skills
Perception +5, Stealth +6
Resistances
acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses
truesight 60 ft., passive Perception 15
Languages
understands Common but can't speak
Challenge
2 (450 XP) · Proficiency Bonus +2

Aura of Silence.

A creature within 120 feet of the wind eater has disadvantage on Wisdom (Perception) checks that rely on hearing. All creatures within 20 feet of the wind eater are immune to thunder damage and are deafened. This trait works like the silence spell, except the effect moves with the wind eater and persists unless it is incapacitated or until it dies.

Incorporeal Movement.

The wind eater 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.

Innate Spellcasting.

The wind eater's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring only somatic components: At will: silent image 3/day each: blur, major image 1/day: mirage arcane

Shadow Blend.

As a bonus action while in dim light or darkness, the wind eater becomes invisible. The invisibility lasts until the wind eater uses a bonus action to end it or until the wind eater attacks, is in bright light, or is incapacitated. Any equipment the wind eater wears or carries is invisible with it.

Actions

Multiattack.

The wind eater makes two claw attacks.

Claw.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details