Illustration Xan Drake

Howling Wind

horatio.fairburn
Challenge 5
(1,800 XP)
Robinloft Estimated CR 5
Large elemental, neutral
Armor Class 15
Hit Points 90 (12d10+24)
Speed 0 ft., fly 90 ft. (hover)
STR
14 (+2)
DEX
20 (+5)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws
Skills Intimidation +4
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, thunder
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Primordial (Auran)
Environments arctic, coastal, desert, forest, mountain
Air Form.

The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Constant Note.

The howling wind never stops howling, though it may get quieter at times. Anyone trying to locate the howling wind has Advantage unless they are Deafened or otherwise cannot hear the howling wind.

Howl.

The howling wind whooshes hauntingly. Creatures within 30 feet of the howling wind must make a DC 12 Wisdom Saving Throw or become Frightened. On a Natural 1, the creature becomes Deafened as well.

Actions

Multiattack. The elemental makes two slam attacks.
Howling Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) thunder damage.
Whirlwind (Recharge 4–6).

Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

Elementals

Appropriately named, the term elementals generally refers to any creature hailing from the elemental planes. When creatures are simply named after an element, these are the more basic life forms that exist on the elemental planes. These creatures are little more than an animate mass of water, earth, fire, or air. They do not coexist save for when on the material plane, as they all thrive in the plane named for their respective element.

But the elemental planes aren’t lacking a more sophisticated civilization or people. Among the animate masses of elements lie different groups of genies. These genies have their own biological forms, and different genies come from each of the planes, infused with their unique elemental energies.

Other elemental creatures include azers, invisible stalkers, and water weirds.

Howling Wind

The wind whips up into a fury, and you hear the "woosh" of air become a dreadful howl which seems to come from all directions at once. The debris and dust seems to coalesce into the form of a screaming cloud which bears down on you menacingly.

Ever furious, the Howling Wind is a noisome, aggressive air elemental. While it can be reasoned with, getting it to listen is a chore, not just because of its constant anger, but also due to the difficulty of speaking over its constant, primordial scream of rage. Even then, unless one can discern the source of the Howling Wind’s fury and make amends, it cannot return to being a normal air elemental.

Intelligence check (DC 10): This is certainly some sort of air elemental.
Intelligence check (DC 15): This is no ordinary air elemental- it is most certainly a Howling Wind.
Intelligence check (DC 20): A Howling Wind is filled with rage, and takes it out on anyone it comes across.
Intelligence check (DC 25): This furious elemental can be calmed back into a regular one, but only if the source of its anger is addressed.

Duplication and Templates

Howling Wind (horatio.fairburn) has been modified from other monsters.

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