Wind Eater

A barely visible humanoid silhouette stalks the desolate and ruined place, killing any who would seek its secrets.

Warped by Arcane Catastrophe. The wrathful byproducts of cataclysms caused by arcane warfare, wind eaters were once humanoids. Now twisted into near-invisible, roughly human-shaped creatures, they wander their shattered homelands, attacking any intelligent life that comes near.

Wasteland Wardens. Though they take a spiteful pleasure in hurting creatures whose lives remind them of what they once were, wind eaters retain a kernel of decency, which motivates them to thwart any exploration of their homes. They seek to stop the deadly knowledge that destroyed their bodies and their homes from falling into other hands that might inflict the same misery elsewhere.

Undead Nature. The wind eater doesn’t require air, food, drink, or sleep.

Wind Eater

Medium undead, lawful evil
Armor Class 14
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 13 (+1)

Saving Throws Con +4, Wis +5
Skills Perception +5, Stealth +6
Damage Resistances acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses truesight 60 ft., passive Perception 15
Languages understands Common but can’t speak
Challenge 2 (450 XP)

Aura of Silence. A creature within 120 feet of the wind eater has disadvantage on Wisdom (Perception) checks that rely on hearing. All creatures within 20 feet of the wind eater are immune to thunder damage and are deafened. This trait works like the silence spell, except the effect moves with the wind eater and persists unless it is incapacitated or until it dies.

Incorporeal Movement. The wind eater 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.

Shadow Blend. As a bonus action while in dim light or darkness, the wind eater becomes invisible. The invisibility lasts until the wind eater uses a bonus action to end it or until the wind eater attacks, is in bright light, or is incapacitated. Any equipment the wind eater wears or carries is invisible with it.

Innate Spellcasting. The wind eater’s innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring only somatic components:
At will: silent image
3/day each: blur, major image
1/day: mirage arcane

Actions

Multiattack. The wind eater makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

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