Apocalypse averted? But at what cost. Teens awaken with powers, facing a new world of mutant beasts.
Played | 69 times |
Cloned | 8 times |
Created | 100 days ago |
Last Updated | 4 days ago |
Visibility | Public |

Description
The Haunted Gale is a fearsome manifestation of ghostly winds that swoop through battlegrounds and cursed lands. These tumultuous winds are said to be the souls of long-forgotten warriors, forever trapped in an ethereal storm. They howl with the voices of the lost and can whip up fierce gusts, disorienting those who dare to linger in their presence.
Size | Medium |
Type | Undead |
CR | 7 |
XP | 2900 |
Languages | Understands Common and Celestial but cannot speak. |
Armor Class | 15 |
HP Range | 85 - 95 (Avg: 90) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Ghostly Grasp
The Haunted Gale can target one creature within 30 feet, enveloping it in ghostly winds. The target must make a Dexterity saving throw. On a failure, it takes 4d10 necrotic damage and is grappled. On a success, the target takes half damage and is not grappled. A grappled creature can escape the grapple by using its action to make a Strength or Dexterity check against the Haunted Gale's spell save DC.
Gust of Woe
The Haunted Gale summons a powerful gust of wind in a 30-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 15 Strength saving throw or take 27 (6d8) force damage and be knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.
Whirlwind Howl
The Haunted Gale emits a chilling howl that can be heard up to 300 feet away. All creatures within a 60-foot radius must succeed on a Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Whispers of the Forgotten
Each creature within 60 feet of the Haunted Gale that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. A creature that succeeds on this saving throw is immune to this effect for the next 24 hours.