Hurricane
Medium humanoid, lawful evil
Armor Class 15
Hit Points 20
Speed
45ft
Skills Unarmed Combat: A monk adds +2 to all overbearing and grappling attacks.
Iron Body: +3 bonus to saving throws versus disease, poison, paralysis, polymorph, petrification and death attack.
Stun Attack: Con saving throw or be stunned and unable to act for 1d4 rounds. Those struck by a stun attack take normal unarmed attack damage. The monk can use this ability once per round, but but no more than once per level per day.
Deflect Missiles: When the monk would normally be hit by a ranged weapon, the monk can attempt to deflect the attack by making a dexterity check. If the check succeeds, the monk deflects the weapon and suffers no damage. An attempt to deflect a ranged weapon counts as a monk’s primary unarmed attack.
Iron Fist: At 3rd level, a monk has begun to master his martial ability to such an extent that his unarmed attacks strike as if dealt by a +1 magic weapon.
Slow Fall: At 4th level, a monk’s body control allows him to slow his fall if within 10 feet of a vertical surface. The damage is reduced as if the fall were 20 feet shorter than it actually is.
Languages Auran, Common
Challenge 3rd level Wizard / 3rd level Monk
The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following sorcerer spells:
Cantrips (at will): Blade Ward, Gust,* light, prestidigitation
1st level (4 slots): feather fall, jump, Thunderwave
2nd level (2 slots): gust of wind
Actions
BtH +3
Unarmed Strike: 1d8
Hurricanes profess their disgust with decadence, and they dedicate their bodies and their minds to the world’s
destruction. Through breathing exercises and ascetic philosophy, skilled Howling Hatred initiates learn to imitate the cycling patterns of the hurricane. They believe the physical world must be shattered so that the creatures of the Material Plane can live unshackled by physical things.
Hurricanes see the frenetic activity of the world in slow motion, and themselves at the calm center of the storm. Through meditation and mysticism they learn to summon powerful blasts of wind, catch missiles with ease, and fall like feathers.
(450 XP)