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Feng Xianji (Wind Fey)

Family: Fey

Medium fey, chaotic neutral

Armor Class 15 (natural armor)
Hit Points 72 (16d8)
Speed 20 ft., fly 20 ft.

STR DEX CON INT WIS CHA
9 (–1) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 15 (+2)

Skills Perception +5, Stealth +6
Senses passive Perception 15
Languages Sylvan
Challenge 3 (700 XP)

ACTIONS

  • Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:7 (2d4 + 2) piercing damage.
  • Whirlwind (recharge 5–6). Each creature in the wind fey’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 to 20 feet away from the wind fey in a random direction and is 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.

ABOUT

The race of fey called feng xianji by the people of Xha’en inhabit grasslands, meadows, and the lower slopes of mountains. They can pass for human, but an astute observer may notice that their appearance is slightly “off” from normal people. All feng xianji are beautiful regardless of these subtle differences, and the majority of them are female. Wind fey act as defenders of the regions where they dwell. Normally shy and retiring, these beings make their presence known if their territories are violated, if trees are felled, if animals are hunted, or if settlers attempt to cultivate or build homes. While they are hostile to such intrusions, they are not evil and desist if the offenders leave. Some adventurers have told stories of making peace with the wind fey, who may allow hunting or limited forestry in their regions in exchange for protection from more destructive foes such as orcs or gnolls.

The feng xianji nonetheless have access to significant elemental powers and can create whirlwinds similar to those of air elementals, summoning the forces of nature to batter and drive off enemies. In most cases, the wind fey try to avoid direct conflict with invaders, preferring instead to plague them with winds and cyclones to damage or destroy structures and discomfit or injure outsiders. They prefer to do this without actually revealing themselves at all, leading some to suspect evil spirits or malign magic for the attacks.

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Tome of Horrors 2020, (C) 2020, Necromancer Games