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Windrider

Medium elemental (titanspawn), chaotic evil

Armor Class 13
Hit Points 58 (9d8 + 18)
Speed 40 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 14 (+2) 15 (+2) 14 (+2) 18 (+4)

Skills Deception +6, Insight +4
Damage Resistances cold, 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 12
Languages Primordial (Auran), Titan Speech, plus any two other tongues
Challenge 4 (1,100 XP)

Special Traits

  • Air Form. The windrider can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
  • Innate Spellcasting. The windrider’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components.

Actions

  • Multiattack. The windrider makes three slam attacks.
  • Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

About

Windriders are malicious elementals that lure sailors to their doom. These spirits haunt coasts and seas, feeding on the fear and desperation of ship crews and taking revenge for the fall of their mistress.

A windrider looks human, but as though made entirely of mist, continually whipped by winds. Its face is angular and cruel, alight with malicious intelligence.

Though windriders are capable of causing considerable damage to a ship all on their own, they prefer to manipulate sailors. The elementals encircle a craft invisibly and whisper in sailors’ ears as they sleep, enticing them to acts of vandalism and sabotage, such as setting fire to the sails or contaminating the water supply. When one sailor is punished for his deeds, an elemental moves to the next, and so on through the crew until the situation becomes desperate and tensions are at a fever pitch. At this point, a windrider attempts to push one or more crew members into mutiny and then sits back to enjoy the bloodshed.

If confronted, a windrider attempts to kill or drive off an attacker by hurling the creature back using its mastery of the winds or by using suggestion to incite an innocent bystander into fighting on its behalf. If all else fails, the elemental uses fear to send attackers scattering or hurls them about with thunderwave.

Section 15: Copyright Notice

Scarred Lands Player’s Guide © 2016 Onyx Path Publishing Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam Eichelberger, Alain Giorla, Nathan Knaack, Chris Sims, Eddy Webb