Searing Wind

Huge construct, unaligned

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 20 (+5) 2 (-4) 10 (+0) 2 (-4)

Armor Class 20 (natural armor)
Hit Points 115 (10d12 + 50)
Speed 0 ft., fly 50 ft. (hover)
Saving Throws Constitution +9
Damage Immunities piercing, poison, psychic, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone, unconscious
Senses blindsight 60 ft., passive Perception 10
Languages
Challenge 10 (5,900 XP)

Special Traits

  • Barbed Whirl. If the searing wind is active, then each creature inside it or within 5 ft. of it must make a DC 16 Dexterity saving throw at the start of its turn, taking 30 (6d4 + 15) piercing damage on a failure, or half as much on a success. If the searing wind has taken cold damage since its last turn then creatures have advantage on the saving throw.
  • False Appearance. While the searing wind remains motionless and isn’t flying, it is indistinguishable from a normal pile of weapons.
  • Insubstantial. The searing wind has no body as such and a creature can occupy the same space as it does.
  • Resistant to Magic. When the searing wind is targeted by a spell it makes a DC 10 Constitution saving throw. If the caster used a spell slot, add the level of the spell slot to the DC. On a success, the searing wind is not affected by the spell.

Actions

  • Multiattack. The searing wind makes three attacks with its blades.
  • Blade. Melee Weapon Attack: +9 to hit, reach 5 ft. one target. Hit: 10 (2d4 + 5) piercing damage.

Tactics

Searing winds are mindless and there is no strategy to their attacks. Instead they persist in attacking anyone who enters the space that they are assigned to protect, pursuing them only if their orders insist on destroying all foes.

Description

At rest, a searing wind seems to be nothing more than a pile of discarded weaponry (daggers, knives, throwing stars or other small weapons).

But when a creature gets too close, the blades begin to spin, forming a whirling storm of cutting mayhem that can fill an entire room. The entity seems to have some direction and purpose, and usually serves as a protector of arcane secrets.

A Wizard Did It. Searing winds are constructs designed to serve as guardians or warriors for magic users.

Section 15: Copyright Notice

Creature Collection 5e Copyright 2020 Onyx Path Publishing, Inc.