Ragewinds for Dungeons & Dragons Fifth Edition

Also called sword spirits, a ragewind is the embodied wrath of dead warriors who perished in useless battles. They are usually found in the most volatile and violent of the Outer Planes, but a few sometimes escape to wander the Material Plane as well. On rare occasions, ragewinds form on the Material Plane at the sites of massive battles with heavy casualties.

A ragewind normally appears as a churning whirlwind, within which dozens of suspended weapons dance and clash. Its true form is vaguely humanoid, a semisolid cloud of white or gray fog. It has no treasure other than the weapons it carries.

Undead nature. A ragewind doesn’t require air, food, drink, or sleep.

Ragewind

Large undead, any (usually chaotic evil)


Armor Class 22 (natural armor)

Hit Points 180 (19d10 + 76)

Speed 0 ft., fly 120 ft. (hover)


Abilities Str 17 (+3), Dex 20 (+5), Con 19 (+4), Int 13 (+1), Wis 13 (+1), Cha 12 (+1)


Saving Throws Dex +11, Wis +7

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities blinded, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses truesight 120 ft., passive Perception 11

Languages Common

Challenge 16 (15,000 XP)


Air Form. The ragewind can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. The first time it enters a creature’s space on a turn or if a creature ends its turn in the same space as the ragewind, that creature must make a DC 18 Dexterity check, taking 27 (6d8) slashing damage on a failed save, or half as much damage on a successful one.


Actions

Multiattack. The ragewind makes 6 longsword attacks.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Invisibility. The ragewind magically turns invisible until it attacks, enters another creature’s space, casts a spell, or uses its Whirlwind. Any equipment the ragewind wears or carries is not invisible with it.

Whirlwind (Recharge 5-6). Each creature in the rage wind’s space must make a DC 18 Strength saving throw. On a failure, a target takes 13 (3d8) slashing damage and is flung up to 20 feet away from the ragewind in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

 

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