NPC, Wind Acolyte

Family: NPC

Medium humanoid (any), neutral

Armor Class 15
Hit Points 105 (14d8 + 42)
Speed 30 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 16 (+3) 12 (+1) 18 (+4) 10 (+0)

Saving Throws Dex +8, Wis +7
Skills Acrobatics +8, Perception +7, Survival +7 (+10 to predict weather)
Damage Resistances cold, lightning
Senses blindsight 60 ft., passive Perception 17
Languages Auran, plus any two languages
Challenge 5 (1,800 XP)
Proficiency Bonus +3

SPECIAL TRAITS

  • Air Senses. The wind acolyte can’t use its blindsight while underwater or in an area without air.
  • Air Weapons. When the acolyte attacks, it conjures a weapon out of the air itself, the weapon appearing and disappearing in the blink of an eye. An air weapon is a swirl of wind in the shape of a simple or martial weapon, but it always deals 2d6 damage of the same type as that weapon. An air weapon shaped like a ranged weapon uses the range of that weapon, except the acolyte doesn’t have disadvantage on ranged attack rolls when attacking a target beyond the weapon’s normal range. Air weapons don’t use any other weapon properties of the weapons they mimic. Air weapon attacks are magical.

ACTIONS

  • Multiattack. The wind acolyte makes three Air Weapon attacks. If the wind acolyte hits one creature with two Air Weapon attacks, the target must succeed on a DC 15 Strength saving throw or be pushed up to 15 feet away from the acolyte.
  • Air Weapon. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range defined by the chosen weapon, one target. Hit: 12 (2d6 + 5) bludgeoning, slashing, or piercing damage, as defined by the chosen weapon.
  • Wind’s Rebuke (Recharge 6). The wind acolyte draws the breath out of one creature it can see within 60 feet of it. The target must make a DC 15 Constitution saving throw. On a failure, all of the breath is drawn from the target’s lungs, and it immediately begins suffocating for 1 minute or until it falls unconscious. It can repeat the saving at the end of each of its turns, ending the effect on itself on a success.

REACTIONS

  • Buoying Wind. The acolyte summons winds to break the fall of up to five falling creatures it can see within 60 feet of it. A falling creature’s rate of descent slows to 60 feet per round for 1 minute. If a falling creature lands before the effect ends, it takes no falling damage and can land on its feet.
  • Drift. When a creature moves to within 15 feet of the wind acolyte, the acolyte can fly up to half its flying speed.

ABOUT

Wind acolytes have a close attachment to the element of air.

Some have been blessed by an elemental being, exposed to the elemental plane of air, or even have elemental air magic in their bloodlines that is not quite strong enough for them to manifest as a sorcerer. They are keenly attuned to the wind, able to feel minute changes and movements of the air around them.

Wind acolytes feel connected to birds and other creatures that share the sky, and their kinship is reflected in their clothing. The acolytes wear masks resembling bird’s heads, incorporate feathers into clothing or jewelry, or sew avian motifs into their clothing. Many wind acolytes live in floating monasteries, high above the clouds where only creatures of the sky disturb them.

Others roam the world, choosing their paths as the wind changes.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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