Sablewind, the Last Monsoon
Armor Class: 19
Hit Points: 367
Speed: fly 120 ft., swim 120 ft.
Saving Throws: dexterity, constitution, wisdom, charisma
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
Challenge: 22 (41,000 XP)
STR 26 (+8)
DEX 24 (+7)
CON 24 (+7)
INT 16 (+3)
WIS 22 (+6)
CHA 24 (+7)
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: 6d12 + 8 thunder damage. The target must succeed on a DC 22 Strength saving throw or be prone until the end of its next turn. It takes no damage on a successful one. 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). Hit: 14d10 cold damage. The target must succeed on a DC 22 Constitution saving throw, taking half as much damage on a successful one. Sablewind draws the sea into itself and exhales it in a 120-foot line that is 20 feet wide. 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.
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. 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
- 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. 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.
- 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.