# Windghost
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >bite: 2d6 (×2)
> >Melee/Ranged: +20/+17
> >Secondary: +15/+12
> >Multiattack: +18/+15
> >M/R_PA: +20/+17
> >2nd/PA: +15/+12
> >MA_PA: +18/+15
> >Itterative: 3
> > xDmg:: Str: +9; Str2: +13; StrOH: +4; StrPA: +9; StrPA2H: +13; StrPAOH: +4
> > xDCs:: Str: 28; Dex: 25; Con: 23; Int: 21; Wis: 21; Cha: 23
> > xFeat:: 6/9 (3)
> >
> >
> > xLang:: 0/2 (2)
<div class="grid-container"><div class="MON">Windghost</div>
<div class="CR">CR 15 (51,200 XP)</div>
<div class="SOU">Monster Manual 3</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LN Huge Aberration
**Init** +10
**Senses** true seeing; **Perception** +27
#### defense
**AC** 21, 14 touch, 15 flat-footed (+6 Dex, +7 natural, -2 size)
**hp** 144 (18d8+72); fast healing 3
**Fort** +10, **Refl** +14, **Will** +13
**Feint** 34, **Demoralize** 30
#### offense
**Speed** fly 30 ft. (good)
**Melee** bite +21 (2d8+13 plus grab)
**Space** 15 ft., **Reach** 10 ft.
**Special Attacks** true seeing, windsong
**Spell-Like Abilities** (CL 16th; Concentration +20)
> **At will**— antimagic field, dispel magic, spell turning
#### statistics
**Str** 28, **Dex** 23, **Con** 18, **Int** 15, **Wis** 14, **Cha** 19
**BAB** +13, **CMB** +24, **CMD** 40, **TA** +20, **RTA** +17
**Feats** [[Alertness]], [[Combat Reflexes]], [[Flyby Attack]], [[Improved Initiative]], [[Lightning Reflexes]], [[Weapon Focus]] (bite)
**Languages**
#### special abilities
### True Seeing (Su)
A windghost sees all things as if affected by true seeing (arcane version). Windghosts never attack without provocation. When threatened, they surround themselves with magical protections before swooping down to physically attack. If facing overpowering opponents, windghosts flee, flying straight up until they are out of sight.
### Windsong (Su)
Two or more windghosts within 90 feet of each other can emit a harmonizing sonic drone that throws off the equilibrium of any creature that hears it. The sound causes any creature within 120 feet (except windghosts) that fails a Will save (DC 23) to take a -6 circumstance penalty on Concentration checks, a -8 enhancement penalty to Dexterity and move at half normal speed. These penalties remain as long as the windghosts continue to sing. A successful save renders a creature immune to that particular pair of windghosts' windsong for 24 hours. Windghosts can end a windsong at will.