Shaundakul

Rider of the Winds

God of travel, exploration, caravans, and portals

CR 30Lesser deityChaotic neutralTravelExplorationCaravansPortals

The Avatar of Shaundakul

Medium celestial (avatar), chaotic neutral

Armor Class
25 (natural armor)
Hit Points
600 (48d12 + 288)
Speed
60 ft., fly 120 ft. (hover)
STRDEXCONINTWISCHA
30 (+10)24 (+7)22 (+6)20 (+5)25 (+7)26 (+8)
Saving Throws
Str +19, Dex +16, Con +15, Wis +16, Cha +17
Skills
Perception +16, Stealth +16, Survival +16
Damage Resistances
cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
acid, necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses
truesight 120 ft., passive Perception 26
Languages
all, telepathy 120 ft.
Challenge
30 (155,000 XP)
Proficiency Bonus
+9

Traits

Legendary Resistance (3/Day). If Shaundakul fails a saving throw, he can choose to succeed instead.
Magic Resistance. Shaundakul has advantage on saving throws against spells and other magical effects.
Portal Mastery. Shaundakul knows the destination and properties of every portal within 1 mile. He can cast gate and teleport without components, and a same-plane gate he creates cannot be dispelled while he remains within 120 feet of it.
Rider of the Winds. Shaundakul hovers just above solid surfaces and moves in total silence. He cannot be knocked prone, and checks that rely on hearing his movement automatically fail.
Wind Stride. Shaundakul can take the Dash action as a bonus action. During that movement, he does not provoke opportunity attacks and can move through another creature’s space. The first time he enters a hostile creature’s space, that creature must succeed on a DC 25 Strength saving throw or be pushed 15 feet.
Road Without End (Mythic Trait; 1/Day). When Shaundakul is reduced to 0 hit points, he steps through a silver doorway and returns in an unoccupied space within 120 feet. He regains 300 hit points, ends all conditions affecting him, and can use his mythic actions for 1 hour.

Actions

Multiattack. Shaundakul makes three Sword of Shadows attacks.
Sword of Shadows. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (6d6 + 15) slashing damage plus 14 (4d6) cold damage. The attack scores a critical hit on a roll of 18–20.
Windride. Shaundakul and up to six willing creatures within 30 feet assume gaseous form for up to 8 hours. Affected creatures gain a flying speed of 300 feet, can hover, and can pass through a space as narrow as 1 inch without squeezing. Shaundakul can end the effect for any target as a bonus action.
Open the Way (Recharge 5–6). Shaundakul creates two linked portals in unoccupied spaces he can see within 120 feet. The portals last until the end of his next turn. A creature can pass through either portal once on each turn, emerging from the other.

Reactions

Shielding Winds. When an attack would hit Shaundakul or a creature within 10 feet of him, he grants the target a +5 bonus to AC against that attack. A nonmagical ranged attack affected by this reaction automatically misses.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Gale Force. Each creature in a 60-foot cone must succeed on a DC 25 Strength saving throw or be knocked prone and pushed 30 feet.
Helping Hand (Costs 2 Actions). A silver hand strikes one creature within 60 feet. The target takes 26 (4d8 + 8) force damage and glows until the end of Shaundakul’s next turn. Attack rolls against it have advantage while it glows.
Planar Slip (Costs 3 Actions). Shaundakul teleports to an unoccupied space he can see within 120 feet. He can bring one willing creature within 5 feet of him.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Rider’s Gale. Each creature of Shaundakul’s choice within 120 feet must succeed on a DC 25 Strength saving throw or be knocked prone.
Gateway to the Unknown. A portal links two unoccupied spaces within 120 feet until initiative count 20 on the next round.
Breeze of the Helping Hand. Shaundakul and his allies within 60 feet regain 30 hit points. This healing cannot raise a creature above half its hit point maximum.
The Road Moves. Shaundakul moves each creature of his choice within the lair up to 30 feet to an unoccupied space it can see. An unwilling creature can resist with a successful DC 25 Charisma saving throw.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Every Road at Once. Until the end of his next turn, Shaundakul can occupy every portal he created in the lair. He can make attacks and use reactions as though he were in any of those spaces.
Horizon’s Call (Costs 2 Actions). Up to six willing creatures within 120 feet teleport to unoccupied spaces Shaundakul can see. Each can then move up to half its speed without provoking opportunity attacks.
No Safe Distance (Costs 3 Actions). Shaundakul makes one Sword of Shadows attack against each hostile creature within 60 feet, teleporting to an unoccupied space adjacent to each target before the attack and returning to his starting space afterward.

Introduction

Shaundakul, the Rider of the Winds and Helping Hand, governs travel, exploration, portals, miners, and caravans. His faith flourished in old Myth Drannor, declined after the city’s fall, and returned as explorers and traders sought divine protection on dangerous roads.

Rangers, caravaneers, miners, and portal-walkers call on him before entering uncharted country. His priests seek old gateways, record their destinations, and clear routes that connect isolated communities.

The avatar visits lost or injured travelers at their campfires and sometimes recruits followers in person. He opposes Beshaba, who has used his name and signs to mislead travelers in Anauroch.

Physical Appearance

The avatar appears as a tall, white-haired man with a regal bearing, plain ranger leathers, and a dark cloak. His boots hover just above the ground, and no sound follows his steps.

He carries the Sword of Shadows, an immense greatsword with a cold blue edge. A keening wind announces his presence even when the surrounding air appears still.

Roleplaying the Avatar

Shaundakul is stern, kind, observant, and economical with words. He leads by moving first and expects others to decide whether they will follow.

  • Answer a request for directions by pointing or beginning to walk.
  • Give practical aid before asking what brought the traveler so far from safety.
  • Use dry humor around a campfire, then return to watchful silence.
  • Treat walls, tolls, and borders as temporary inconveniences.
  • Show open contempt for anyone who deliberately sends travelers toward danger.

Use in a Campaign

The Road That Vanished

A trade route disappears from maps and memory. Shaundakul asks the party to walk it from end to end before the last surviving milestone fades.

Portal Census

The avatar recruits the party to identify a chain of ancient gates before a rival power turns them into an invasion route.

False Helping Hand

Travelers follow silver signs into Anauroch and do not return. The signs belong to Beshaba, not Shaundakul.

Last Guard of the Caravan

Shaundakul stands beside an overwhelmed caravan, but he will not leave the route unguarded to pursue the force that attacked it.

Lairs

Shaundakul claims open, remote places crossed by old roads or permanent portals. His lairs alter distance, expose false paths, and give moving creatures tactical choices that stationary defenders lack.

Shaundakul’s Throne

His ruined temple in Myth Drannor surrounds an open-air dais linked to sealed chambers and forgotten crossings.

Wind-Whistling Peaks

Pierced stone pillars turn mountain winds into distinct tones that reveal approaching creatures and active portals.

The Uncharted Horizon

A rough stone seat stands in a valley absent from every map. Each departure opens onto a different wilderness.

Portal Nexus

Several permanent gateways meet in a buried station whose passages change destination whenever a traveler turns back.

Gates of the Moon

His divine refuge holds roads to distant lands beneath a sky that always suggests the hour before departure.

Shared References

Open a reference for its canonical description and related entries.

Shaundakul as a white-haired ranger in dark leather armor and a close-hanging charcoal cloak, holding a massive blue-edged greatsword.