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Windy Wailer

Large undead, neutral evil

Armor Class 14
Hit Points 75 (10d10 + 20)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 15 (+2) 11 (+0) 14 (+2) 16 (+3)

Saving Throws Dex +7
Skills Perception +5
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 15
Languages Common
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Ghostlight. When a creature that can see the windy wailer starts its turn within 30 feet of the wailer, the wailer can force it to make a DC 15 Wisdom saving throw if the wailer isn’t incapacitated and can see the creature. On a failure, a creature is incapacitated and its speed is reduced to 0 as it is mesmerized by the windy wailer. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the windy wailer until the start of its next turn, when it can avert its eyes again. If the creature looks at the windy wailer in the meantime, it must immediately make the save.
  • Incorporeal Movement. The windy wailer can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

ACTIONS

  • Chilling Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) necrotic damage plus 7 (1d6) cold damage.
  • Wind Blast. Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit: 14 (4d6) cold damage, and the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the windy wailer and knocked prone.
  • Frightful Gale (Recharge 5–6). The windy wailer unleashes freezing wind filled with fearful wailing in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 14 (4d6) cold damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn’t frightened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature reduced to 0 hp by the windy wailer’s Frightful Gale and later revived is permanently marked by a shock of white hair somewhere on its body.

ABOUT

A ghostly, moon-shaped comet flies above the water, a cloud of vapor and spectral lights trailing behind it.

Spirits of Violence. When sailors meet a violent end at sea within sight of the shore and leave no bodies behind to be buried, they sometimes arise as terrible undead known as windy wailers. Caught eternally in the last moments that took its life, the windy wailer seeks to spread its misery to others, raising the elements to overturn ships and drown sailors.

Found in Storms. Windy wailers are normally encountered in the midst of a great storm or other turbulent weather where they can hide amid the wind and rain before launching their attacks. They often strike when a group of sailors are at their most vulnerable, such as when the ship is close to rocks, the rigging has been damaged, or someone has been knocked overboard.

Unusual Allies. Aquatic undead, will-o’-wisps, and wraiths are all drawn to the windy wailer’s unnatural power, aiding the creature in its malefic activities or feeding in its wake.

Undead Nature. A windy wailer doesn’t require air, food, drink, or sleep.

Section 15: Copyright Notice
Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.