Spirits of the Air
And here’s my final foray into into the Chinese Mythos from the AD&D Deities & Demigods. Way back in the day, the spirits of the air were among the few creatures in Deities & Demigods that I ever used as a DM. Here they are for 5E D&D.
These minions of the wind gods can be summoned by them in number of up to 100 every day…. They exist to fight for the gods. (Deities & Demigods, page 41)
Spirits of the Air
Large elemental, neutral
Armor Class 16 (natural armor)
Hit Points 104 (11d10+44)
Speed 30 ft., fly 60 ft. (hover)
Ability Scores STR 23 (+6), DEX 16 (+3), CON 18 (+4), INT 10 (+0), WIS 12 (+1), CHA 11 (+0)
Saving Throws DEX +8
Skills Athletics +10, Perception +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 15
Languages all
Challenge 9 (5,000 XP)
Flyby. The spirit of the air doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Actions
Multiattack. The spirit of the air attacks twice with its claws.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.
Wings. The spirit of the air beats its wings. Each creature within 10 feet of the spirit of the air must succeed on a DC 16 Dexterity saving throw or take 10 (1d8+6) bludgeoning damage and be knocked prone. The spirit of the air can then fly up to half its flying speed.