Yellow Wind Sage
Yellow Wind Sage — The Encounter
Bear-bodied hermit who raises the stinging yellow gale · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Yellow Wind Sage
They name him the Yellow Wind Sage, an old bear who lingered too long beside a mountain shrine and supped on stolen incense until cunning woke behind his eyes. A second face, peevish and human, swelled upon his back, and folk say it whispers the schemes the beast is too slow to dream. He took up a hermit's robe and a forked spear, and learned to call the choking yellow gale that scours travelers from the pass, that blinds the eyes and fouls the lungs, so that none may pass his road untithed. Pilgrims leave rice and oil at the foot of the trail to buy clear air; those who forget are found wandering the slopes, weeping grit, robbed of their bundles. He is no honest spirit of the wild but a glutton dressed as a saint, hoarding offerings in a cave that reeks of rancid temple smoke, content to be worshipped by the frightened and the lost.
Run Yellow Wind Sage in Sixty Seconds
- Hold its Gale Don't waste Yellow Gale on a single target. Wait until the party bunches up, then cone the cluster for damage and mass blindness.
- Open big First round: Yellow Gale the front line, then close so your next turn's Multiattack lands on blinded foes who strike back at disadvantage.
- Kill-priority Go for whoever can heal or remove blindness; the second face means rogues can't sneak up, so chase the caster, not the tank.
- When bloodied Use Ride the Wind every round to kite, recharge the gale, and refuse to be pinned in melee.
- Three ways to run it Toll-keeper of a haunted mountain pass; a false saint hoarding stolen offerings; or a lieutenant in a yokai court beside a bigger spirit-lord.
Yellow Wind Sage
Large fiend (yokai), neutral evil
CR 6 · 2,300 XP · GUIDELINETwo-Faced Sage. A second face leers from the sage's back, leaving no rear flank: it cannot be surprised, and attack rolls against it are never made with advantage from being unseen or flanking.
Keen Smell. The sage has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The sage makes two attacks: one with its trident-spear and one with its Raking Claw, or it uses Yellow Gale if available.
Trident-Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (3d8+4) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be pushed 10 ft. away.
Raking Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Yellow Gale (Recharge 5-6). The sage breathes a 30-foot cone of stinging yellow wind and grit. Each creature in the area must make a DC 14 Constitution saving throw, taking 21 (6d6) bludgeoning damage and being blinded until the end of its next turn on a failure, or half damage and not blinded on a success.
Bonus Actions & Reactions
Ride the Wind. Reaction When a creature the sage can see ends its turn within 15 feet, the sage can ride a sudden gust and move up to half its speed without provoking opportunity attacks.
A great brown bear walks upright in a hermit's black robe, a leering human face budding from its shoulders, brandishing a long trident-spear. Where it treads, a gritty yellow wind rises to choke the road.
Yellow Wind Sage, Bound
Companion · acts on your initiative
Bound · GUIDELINEBorrowed Cunning (signature). Once per turn, when an ally within 30 feet of the Whispering Face makes an attack roll or saving throw, it can add 1d4 to the result as the second face hisses a warning.
Actions
Spitting Grit. Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 9 (2d6+2) bludgeoning damage.
Reactions
Yellow Veil. Reaction When a ranged attack targets an ally within 10 feet, the face stirs a gust of grit, imposing disadvantage on that attack roll.
Cut from the same yellow wind, the budding face serves as a hireling oracle, hissing counsel and grit to those it deems worthy.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open with Yellow Gale to blind the front rank, then wade in with the spear's push to scatter a clustered party. Kill-priority is the squishiest caster the second face spots first. At Tier 1 this is a tough boss for a small party, but it shines paired with a few bandit minions guarding its pass.
Lead with Yellow Gale on the tightest cluster, then Multiattack the blinded targets so they fight back at disadvantage. Use Ride the Wind to peel off and re-gas the casters, never letting melee pin you. Pair it with a bigger threat or its lair (the choking pass) rather than running it solo against a full party.
Same playbook, bigger numbers: gale the cluster, spear-push to deny healers a line, smell out hidden rogues. Kill-priority is whoever can dispel its blindness. At this tier it is a lieutenant in a larger yokai court or lair fight, not a standalone solo; back it with minions or a flagship spirit-lord.
Put Yellow Wind Sage on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Yellow Wind Sage?
Natively CR 6 (2,300 XP), built for Tier 2 parties of levels 5-10. Stat blocks for Tier 1 (~CR 2) and Tier 3 (~CR 11) are included so you can drop it into any campaign by swapping the numbers; the traits and actions stay identical.
Can Yellow Wind Sage be a companion or ally?
The sage itself is an adversary, but its budding second face works as a companion: the Whispering Face, Bound buffs an ally's rolls with Borrowed Cunning, spits grit at range, and veils allies from ranged fire. Use it as a creepy hireling oracle for a player who bargained with the wind.
Is the Yellow Wind Sage solo-capable?
No. It has a strong gale-and-blind kit but lacks legendary actions, so a full party will out-act it. Run it with minions, in its choking-pass lair, or paired with a bigger flagship threat for a centerpiece fight.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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