Windstorm (5e Creature)

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Windstorm[edit]

Large fiend (heartless), chaotic evil


Armor Class 20 (natural armor)
Hit Points 253 (22d10 + 132)
Speed 40 ft., climb 40 ft., fly 80 ft.


STR DEX CON INT WIS CHA
26 (+8) 19 (+4) 23 (+6) 6 (-2) 16 (+3) 20 (+5)

Saving Throws Str +14, Dex +10, Con +12, Cha +11
Skills Athletics +14, Perception +9
Proficiency Bonus +6
Damage Vulnerabilities lightning
Senses darkvision 60 ft., passive Perception 19
Languages Abyssal
Challenge 18 (20,000 XP)


Legendary Resistance (3/Day). If the windstorm fails a saving throw, it can choose to succeed instead.

Siege Monster. The windstorm deals double damage to objects and structures.

ACTIONS

Multiattack. The windstorm can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 8) piercing damage and 3 (1d6) thunder damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the windstorm's choice that is within 120 feet of the windstorm and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the windstorm's Frightful Presence for the next 24 hours.

Tornado Breath (Recharge 6). The windstorm exhales a massive hurricane in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 63 (18d6) bludgeoning damage on a failed save, or half as much on a successful save.


LEGENDARY ACTIONS

The windstorm 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 windstorm regains spent legendary actions at the start of its turn.

Tail. The windstorm makes a tail attack.
Rush. The windstorm moves up to its speed without provoking opportunity attacks.
Shockwave (Costs 2 Actions). The windstorm slams into the ground and creates a shockwave in a 15-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 26 (4d8 + 8) thunder damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

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