Windmill Monster
Medium monstrosity, neutral evil
Armor Class
14
Hit Points
315 (70d8)
Speed
40 ft., climb 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
10 (+0)
INT
6 (-2)
WIS
13 (+1)
CHA
8 (-1)
Saving Throws
Str +7, Dex +9
Skills
Athletics +7, Insight +6, Perception +11
Condition Immunities
frightened
Senses
darkvision 120 ft., tremorsense 60 ft., passive Perception 21
Languages
Abyssal, Common
Challenge
13 (10,000 XP)
When Encountering.
When you encounter the Windmill Monster, roll a d6 to see what melee weapons it is holding.
Aggressive.
As a bonus action, the Windmill Monster can move up to its speed toward a hostile creature that it can see.
Ambusher.
The Windmill Monster has advantage on attack rolls against any creature it has surprised.
Brute.
If attacking with a melee weapon, it deals one extra die of its damage when the Windmill Monster hits with it (included in the attack).
Ethereal Sight.
The Windmill Monster can see 120 ft. into the Material Plane when it is on the Ethereal Plane, and vice versa.
Grappler.
The Windmill Monster has advantage on attack rolls against any creature grappled by it.
Keen Hearing and Sight.
The Windmill Monster has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Otherworldly Perception.
The Windmill Monster can sense the presence of any creature within 30 feet of it that is invisible or on an overlapping plane. It can pinpoint such a creature that is moving.
Reactive.
The Windmill Monster can take one reaction on every turn in combat.
Legendary Actions
Actions
Multiattack.
The Windmill Monster makes six attacks.
Claw.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Crescent Wrench (if carried).
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. Carries six.
Daggers (if carried).
Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Carries six.
Hammers (if carried).
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Carries six.
Spikes (if carried).
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Carries six.
Wail (Recharge 5-6).
The Windmill Monster rears its head back and lets out an ear-piercing, shrill howl. Each creature within 120 ft. of the Windmill Monster must succeed in a DC 18 Wisdom saving throw or be frightened for a minute. If the creature is within 60 ft. of the Windmill Monster or can see it, it has disadvantage on the save.
Horrendous Fury (Recharge 6).
If creature is on an overlapping plane, and not on the same plane as the Windmill Monster, the Windmill Monster attempts to attack the creature from the Ethereal Plane with such fury, that the creature is dimension doored to a random location within 120 ft. There is no saving throw, as the laws of the plane have been warped by the Windmill Monster's fury.
Reactions
Unbridled Fury.
In response to being hit by a melee attack, the Windmill Monster can make one melee attack with advantage against the attacker.
Parry.
The Windmill Monster adds 4 to its AC against one melee attack that would hit it. To do so, the Windmill Monster must see the attacker and be wielding a melee weapon.