In the autumnal deep forest, the wind stirs fallen leaves into swirling patterns—but some are not what they seem. The whipping winds tear at the skin of hapless travelers before resolving into fierce, weasel-like creatures with long, sickle-shaped claws.
Medium fey (shapechanger), chaotic neutral
Armor Class 13
Hit Points 52 (8d8 + 16)
Speed 40 ft.
|12 (+1)||16 (+3)||14 (+2)||10 (+0)||12 (+1)||11 (+0)|
- Air Form (Whirlwind Form Only). The wind weasel can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
- Flyby (Whirlwind Form Only). The wind weasel doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
- Hidden In The Wind (Whirlwind Form Only). Until it attacks or uses Whirling Leaves, the wind weasel is indistinguishable from a natural dust devil unless a creature succeeds on a DC 15 Intelligence (Investigation) check.
- Shapechanger. The wind weasel can use its action to polymorph into a whirlwind. It can revert back to its true form as a bonus action. It statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. While a whirlwind, it has a flying speed of 60 feet, immunity to the grappled, petrified, restrained, and prone conditions, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The wind weasel can’t make bite or claw attacks while in whirlwind form.
- Windy Speed (Whirlwind Form Only). When the wind weasel is subjected to the slow spell, it doesn’t suffer the effects of the spell but instead is forced into its true form and incapacitated until the end of its next turn.
- Multiattack. The wind weasel makes three attacks: one with its bite and two with its scythe claws.
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
- Scythe Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
- Whirling Leaves (Whirlwind Form Only). Each creature in the wind weasel’s space must make a DC 13 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.
Claws to Rip Flesh. Appearing as human-sized upright mustelids, these white and blue, furry fey of the deep forest are jealous of mortal intruders and can exact a heavy price from the incautious explorer. The claws on each front foot are extended like curved blades that inflict deep, scything wounds.
Wind Riders. Wind weasels have an affinity for the element of air. By running in a tight circle, a wind weasel can generate—and become one with—a swirling vortex of abrasive wind. The weasel uses the whirlwind to surprise and slash at its foes—or to flee if the fight proves unequal.
Seasonally Affected. During spring and summer, wind weasels are largely passive and spend most of their time in wind form, drifting lazily around the woodlands. As the leaves and temperatures fall, a wind weasel’s mood becomes more vicious, and it actively seeks prey. Though largely beings of the wilds, wind weasels are known to associate with shadow fey and may sometimes be found as guards on the fringes of fey courts or deep woodland groves.
Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.