Windhusk (5e Creature)
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Medium undead, neutral evil
Stench. Any creature that starts its turn within 5 feet of the windhusk must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the windhusk's Stench for 24 hours.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 2) piercing damage.
Wind Blast (Recharge 6). The windhusk exhales fierce winds in a 30-ft. cone. Every creature in that area must make a DC 15 Strength saving throw or take 13 (3d8) bludgeoning damage and be pushed 15 ft. away from the windhusk. On a successful save, a creature takes half as much damage and is pushed 10 ft. away.
Wind Puff. Whenever the windhusk is hit by a melee attack, the attacker must succeed on a DC 13 Strength saving throw or be pushed 5 ft. away from the windhusk.
Created of both necromancy and elemental magic, a windhusk can only be created from a humanoid that died of choking or suffocation. As if still experiencing such a death, a windhusk perpetually wheezes and rasps for air, though it need not breathe. Its lungs have enlarged and strengthened grotesquely, giving it a broad-chested look. Its glassy eyes are clouded in a way that resembles a stormy sky. The smell of rot entering and leaving a windhusk's lungs repeatedly creates an invisible aura of stench around it. Windhusks can exhale violent winds to blast foes around the battlefield or as a result of its swollen lungs being struck.
Undead Nature. A windhusk doesn't require food, drink, air, or sleep.