wind-shear guardians - AI-generated fantasy Monster

wind-shear guardians

According to Skyfall Isle's oldest inscriptions, the wind-shear guardians were shaped by storm-smiths who learned to bind pressure, lightning, and stone into obedient sentinels. Each guardian is a fragment of the pillar's original warding engine, given a simple purpose: keep the sky sacred, and cut down anything that tries to claim it.

LargeConstruct(elemental construct)CR CR 8Unaligned

wind-shear guardians

stormconstructelementalguardianaerialcontrolsky-isle
HP136AC17SPD40 ft., fly 40 ft. (hover)CRCR 8PerceptionAthleticsStealth
STR
18
DEX
16
save
CON
16
save
INT
5
WIS
14
save
CHA
6
Construct Nature. The guardian can breathe, but it does not need to eat, drink, sleep, or breathe.
Ward-Linked. The guardian has advantage on saving throws against spells and other magical effects while within 60 feet of the storm pillar's rune-engine.
Air-Skimmer. The guardian's movement ignores difficult terrain caused by wind, loose debris, or rain.
Shear Aura. At the start of each of the guardian's turns, each creature of its choice within 10 feet must succeed on a Strength saving throw or be pushed 5 feet away from the guardian.
Gale Shear. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 13 () slashing damage plus 7 () thunder damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 10 feet away and knocked prone.
Tempest Ring. The guardian lashes out in a whirling 20-foot-radius storm centered on itself. Each creature of its choice in that area must make a Dexterity saving throw, taking 22 () slashing damage on a failed save, or half as much damage on a successful one. A creature that fails by 5 or more also has disadvantage on its next attack roll before the end of its next turn.
Knifewind Volley. Ranged Weapon Attack: to hit, range 60/240 ft., one target. Hit: 14 () piercing damage, and the target's speed is reduced by 10 feet until the start of the guardian's next turn as razor-edged winds bite at its limbs.
Razor Rebuff. When a creature the guardian can see hits it with a melee attack, the guardian sheds razor gusts. The attacker must succeed on a Dexterity saving throw or take 7 () slashing damage.
Drift. The guardian moves up to half its flying speed without provoking opportunity attacks.
Gale Hook (Costs 2 Actions). The guardian targets one creature it can see within 30 feet. The target must succeed on a Strength saving throw or be pushed up to 15 feet in a straight line and take 7 () slashing damage.
Cantrips
Feather Falltransmutation The guardian can cast feather fall at will, requiring no components.
2nd level
Gust of Windevocation The guardian can cast gust of wind once per short rest, requiring no components.
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