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Windy Wailer

Large · Undead · CR 5 · Neutral Evil

Armor Class
14
Hit Points and Hit Dice
75 (10d10+20)
Challenge Rating CR
5

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Large
Type Undead
Alignment Neutral Evil
XP 1800
Initiative Bonus +4

Movement

Fly 60 ft (18.3 m)
Hover Yes

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 15

Saving Throws

Dexterity +7

Skills

Perception +5

Languages

Common

Resistances & Immunities

Damage Immunities
cold, necrotic, poison
Damage Resistances
acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

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

+7 to hit, reach 5 ft (1.5 m). Hit: 1d8+4 plus 1d6 cold damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) necrotic damage plus 7 (1d6) cold damage.

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.

Wind Blast

+7 to hit, range 120 ft (36.6 m). Hit: 4d6 cold damage.

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.

About Windy Wailer

Windy Wailer is a large undead with a Challenge Rating of 5. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 75 hit points (derived from 10d10+20).

Windy Wailer has communication capabilities including Common. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Windy Wailer

3 tips available

When using Windy Wailer in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
  • Incorporeal Movement: This creature can pass through objects and walls! Use 'Magic Circle', 'Forcecage', or other magical barriers. Physical obstacles are ineffective.

Player Guide: Facing Windy Wailer

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
  • Hit Incorporeal Creature: This creature can pass through objects! Use magical weapons or spells. Physical attacks may not work. 'Magic Missile' or 'Spiritual Weapon' are effective.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 5.

Solo Encounter:

A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 3,000 XP
  • Hard: 4,500 XP
  • Deadly: 6,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Windy Wailer?
Windy Wailer has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
What type of creature is Windy Wailer?
Windy Wailer is a Large Undead, which affects how certain spells and abilities interact with it.
What languages does Windy Wailer speak?
Windy Wailer can communicate in Common.

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