Sablewind, the Last Monsoon
- Armor Class
- 19
- natural armor
- Hit Points
- 367
- 21d20 + 147
- Speed
- 0 ft., fly 120 ft., swim 120 ft.
- STR +8
- DEX +7
- CON +7
- INT +3
- WIS +6
- CHA +7
- Saving Throws
- Dex +14, Con +14, Wis +13, Cha +14
- Skills
- Athletics +15, Insight +13, Intimidation +14, Perception +13
- Damage Resistances
- Bludgeoning (nonmagical), Cold, Piercing (nonmagical), Slashing (nonmagical)
- Damage Immunities
- Lightning, Poison, Thunder
- Condition Immunities
- Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious, Exhaustion
- Senses
- blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages
- Common, Primordial, Aquan, Auran
- Gear
- None. What it carries, it carries as weather: rain, salt, and the wreckage of whatever it last passed over
Traits
- Storm Body. Sablewind can move through a space as narrow as 1 inch wide without squeezing. A creature that touches it or hits it with a melee attack while within 10 feet of it takes 14 (4d6) lightning damage.
- Legendary Resistance (3/Day). If Sablewind fails a saving throw, it can choose to succeed instead. Each use costs it a measure of its coherence, and the storm visibly thins.
- The Last Monsoon. Sablewind cannot be permanently destroyed while any sea it has ever crossed remains unfrozen. Reduced to 0 hit points, it disperses into rain and reforms over open water in 1d10 days, and it remembers precisely who unmade it.
Actions
- Multiattack. Sablewind makes two Thunderfist attacks and uses Drowning Gale if it is available. If Drowning Gale is not available, it makes a third Thunderfist attack.
- Thunderfist. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 47 (6d12 + 8) thunder damage, and the target must succeed on a DC 22 Strength saving throw or be knocked prone, taking no damage on a successful save. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 47 (6d12 + 8) thunder damage, and the target must succeed on a DC 22 Strength saving throw or be pushed 20 feet away and knocked prone. The air cracks like a snapped mast.
- Drowning Gale (Recharge 5-6). Sablewind draws the sea into itself and exhales it in a 120-foot line that is 20 feet wide. Each creature in the area must make a DC 22 Constitution saving throw, taking 77 (14d10) cold damage on a failed save, or half as much damage on a successful one. Each creature in the line must make a DC 22 Constitution saving throw, taking 77 (14d10) cold damage on a failed save, or half as much on a success. A creature that fails is also unable to breathe until the end of its next turn as saltwater fills its lungs.
- Eye of the Storm (Recharges after a Short or Long Rest). Sablewind opens its still centre. Until the end of its next turn, ranged attacks against it have disadvantage, and each creature that starts its turn within 60 feet must succeed on a DC 22 Wisdom saving throw or be stunned until the end of that turn, deafened by the sudden, total silence. Damage: 4 (1d8) slashing damage.
Bonus Actions
- Squall Line. Sablewind moves up to 60 feet in a straight line. Each creature whose space it passes through must succeed on a DC 22 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be pushed 15 feet.
Reactions
- Answering Thunder. Trigger: A creature Sablewind can see within 120 feet hits it with a ranged attack or spell. The strike is answered in kind. The triggering creature must make a DC 22 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much on a success.
Legendary Actions
Sablewind, the Last Monsoon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Sablewind regains spent legendary actions at the start of their turn.
- Crosswind. Sablewind flies up to half its speed without provoking opportunity attacks.
- Hailshot. Sablewind hurls a fist of hail at one creature within 120 feet. The target must succeed on a DC 22 Dexterity saving throw or take 16 (3d10) cold damage.
- Break the Mast (Costs 2 Actions). Sablewind makes one Thunderfist attack. On a hit, the target’s speed is reduced to 0 until the end of its next turn as the wind pins it in place.
Lair Actions
- Rip Tide. The sea beneath the storm heaves. Each creature on or in the water within 120 feet must succeed on a DC 22 Strength saving throw or be pulled 30 feet toward the eye of the storm and knocked prone. Each creature within 120 must make a DC 22 Strength saving throw.
- Blackout Squall. Rain falls so hard that the area within 200 feet becomes heavily obscured until the next lair action. Each creature that begins its turn there must succeed on a DC 22 Constitution saving throw or take 11 (2d10) cold damage and have disadvantage on Perception checks until the end of its turn. Each creature within 200 must make a DC 22 Constitution saving throw, taking 11 (2d10) cold damage on a failed save, or half as much damage on a successful one.
Origin Story
Sablewind is what was left when a monsoon was killed. Centuries ago a coastal empire grew tired of losing its fleets each season and bound the storm into a lattice of weather-towers, intending to tame it into a predictable rain. The binding held for eleven years. What emerged when the towers finally failed was not the monsoon that went in: it had spent a decade being told what shape to take, and it came out with a will, a memory, and a grudge. It has not made landfall on that coast since. It circles it.
Habitat and Ecosystem
It lives where the warm current meets the cold shelf, a stretch of open ocean that sailors call the Black Belt because nothing crosses it in season. Under its eye the water is glass-flat and startlingly clear; a hundred miles out in every direction the swell runs forty feet. Whales follow its edge to feed on what it churns up, and a species of storm-petrel nests nowhere else, riding the calm centre for weeks at a time.
Interaction Guide
Sablewind can be spoken with, which is the trap. It understands Common and answers in thunder, weather-shifts, and the voices of drowned sailors it has kept. It will hear a petition, and it will occasionally grant one: safe passage for a fleet, rain for a famine coast, a season of calm. The price is never coin. It asks for a binding to be broken somewhere else in the world, or for a weather-tower to be pulled down, or for a name to be spoken aloud on the deck of a ship at midnight. Parties who fight it without first trying to talk are missing the encounter. Parties who bargain with it without reading the terms are the reason it still has leverage.