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Yellow Wind Sage — Mythological Miniatures STL miniature by Clay Cyanide

Yellow Wind Sage

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community563 views · 3 likes

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

Yellow Wind Sage

Large fiend (yokai), neutral evil

CR 6 · 2,300 XP · GUIDELINE
AC 15 (tattered hermit robes + thick pelt) HP 119 (14d10+42) Speed 40 ft., climb 30 ft.
STR18+4
DEX14+2
CON16+3
INT13+1
WIS16+3
CHA14+2
SavesCon +6, Wis +6
SkillsAthletics +7, Nature +4, Perception +6
Resistcold
Sensesdarkvision 60 ft., passive Perception 16
LanguagesCommon, Giant, Sylvan

Two-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 · GUIDELINE
AC 13 HP 71 (scaled ×0.6) Speed 40 ft., climb 30 ft.
STR18+4
DEX14+2
CON16+3
INT13+1
WIS16+3
CHA14+2

Borrowed 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.

Tier 1Levels 1-4 · GUIDELINE
AC14HP8d8+16 (52) To-hit+4Save DC12

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.

Tier 2Levels 5-10 · NATIVE
AC15HP14d10+42 (119) To-hit+7Save DC14

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.

Tier 3Levels 11-15 · GUIDELINE
AC18HP20d10+100 (210) To-hit+9Save DC16

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

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

Played Yellow Wind Sage at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included