The Anemoi: The Sovereigns of the Winds
“Discover the Ancient Greek Gods Who Controlled the Winds and Shaped the Fate of Mortals—Meet the Anemoi!”
- Pantheon: Greek
- Deity Title: The Four Wind Gods
- Deity Symbol: A stylized depiction of a swirling wind or a four-fold wind pattern.
- Home Plane: The Elemental Plane of Air
- Deity Level: 33
- Alignment: Neutral (with tendencies depending on the wind: Boreas is Neutral Evil, Zephyrus is Chaotic Good, Notus is Neutral, Eurus is Chaotic Neutral)
- Aliases: Boreas (North Wind), Zephyrus (West Wind), Notus (South Wind), Eurus (East Wind)
- Superior: The primordial beings of the Elemental Plane of Air
- Traditional Allies: Other deities of nature and weather
- Traditional Foes: Gods of fire and earth
- Divine Artifact: Aeolus’ Bag, Scepter of the Four Winds
- Servants: Wind spirits and elemental air creatures
- Servitor Creatures: Air elementals, sylphs, and wind spirits
- Sacred Animal: None; associated with the wind rather than animals
- Manifestations: Tempest storms, calming breezes, and sudden gusts of wind
- Signs of Favor: Sudden shifts in weather or wind patterns, prophetic whispers in the breeze
- Worshipers: Sailors, travelers, and those who live in or are dependent on the weather
- Cleric Alignments: Varies by Anemoi; aligned with their specific deity’s tendencies
- Specialty Priests: Windcallers, Storm Wardens, Blessed of Aeolus, Tempestarii Witches
- Holy Days: Associated with significant weather events or solstices
- Portfolio: Wind, weather, storms
- Domains: Air, Weather, Tempest
- Favored Weapon: Scepter or Staff
- Favored Class: Sorcerer or Druid
- Favored Race: Aarakocra or other air-oriented beings
- Duties of the Priesthood: Weather manipulation, maintaining harmony with nature, offering sacrifices to appease or seek favor from the Anemoi
- Major Cult/Temple Sites: High-altitude temples, coastal shrines
- Benefits: Weather control, flight, and enhanced agility
- Significant Others: Varies by deity; potential connections to other primordial or nature deities
- This detailed stat block and additional information should help you effectively integrate the Anemoi into
The Anemoi are majestic, winged deities, each representing one of the cardinal winds—Boreas (North), Zephyrus (West), Notus (South), and Eurus (East). They are depicted as towering figures with powerful, feathered wings that span the skies. Boreas is rugged and icy, with a beard of frost; Zephyrus is youthful and vibrant, adorned with flowers; Notus is heavy and storm-laden, his skin glistening with moisture; and Eurus is swift and sharp, with windswept hair and a fierce gaze.
In behavior, the Anemoi are as varied as the winds they govern. Boreas is fierce and relentless, driving the cold of winter; Zephyrus is gentle and nurturing, bringing the warmth of spring; Notus is temperamental, unleashing the thunderstorms of late summer; and Eurus is unpredictable, stirring the winds of autumn. They dwell in the highest mountains, at the far ends of the earth, where the winds originate.
The Anemoi operate with elemental precision, controlling the winds to shape the weather, assist or hinder travelers, and fulfill the natural cycles of the world. Their motivation is rooted in maintaining the balance of nature, ensuring the changing of the seasons, and executing the will of higher gods. Each Anemoi is driven by the desire to keep the world in harmony, their actions dictated by the forces of nature they embody.
Anemoi 5e
Anemoi Lesser Pathfinder
Anemoi
Large Outsider (Air, Divine)
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
30 (+10) | 28 (+9) | 28 (+9) | 24 (+7) | 30 (+10) | 32 (+11) |
Armor Class: 30 (Natural Armor)
Hit Points: 1,200 (80d12 + 640)
Speed: 60 ft., Fly 120 ft. (hover)
Saving Throws: Dex +17, Con +17, Wis +18, Cha +19
Skills: Perception +18, Insight +18, Intimidation +19, Survival +18
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Lightning, Thunder
Condition Immunities: Charmed, Frightened, Paralyzed
Senses: Truesight 120 ft., Passive Perception 28
Languages: All, Telepathy 120 ft.
Challenge Rating (CR): 33
Special Note: Only the specific Anemoi can use its divine powers. Other creatures cannot replicate its abilities or access its divine artifacts.
Legendary Resistances (3/Day)
If the Anemoi fails a saving throw, it can choose to succeed instead.
Actions
- Multiattack: The Anemoi makes two melee attacks with its hands and one divine blast attack.
- Divine Hand (Melee Weapon Attack): Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 50 (6d10 + 10) bludgeoning damage.
- Divine Blast (Ranged Weapon Attack): Ranged Weapon Attack: +17 to hit, range 120 ft., one target. Hit: 45 (6d8 + 11) force damage. The target must make a DC 27 Strength saving throw or be pushed 30 feet away and knocked prone.
- Breath of Boreas (Recharge 5-6): The Anemoi exhales a freezing gust of wind in a 120-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 110 (20d10) cold damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the end of the Anemoi’s next turn.
- Zephyr’s Embrace (1/Day): The Anemoi creates a calming breeze in a 60-foot radius sphere centered on a point it can see within 120 feet. All hostile creatures within the sphere must succeed on a DC 27 Wisdom saving throw or be charmed by the Anemoi for 1 minute. The sphere moves with the Anemoi and lasts for 1 hour or until dismissed.
- Tempest of Notus (1/Day): The Anemoi summons a violent storm within a 120-foot radius centered on a point it can see. The storm lasts for 1 minute. Each creature in the area must make a DC 27 Dexterity saving throw, taking 80 (16d10) lightning damage on a failed save, or half as much on a successful one. The storm also causes heavy rain and strong winds, imposing disadvantage on ranged weapon attacks and Dexterity saving throws.
- Eurus’ Whim (At-Will): The Anemoi causes sudden, unpredictable gusts of wind. It can force a creature it can see within 120 feet to make a DC 27 Strength saving throw. On a failed save, the creature is pushed 60 feet in a direction of the Anemoi’s choice and knocked prone.
Legendary Actions
The Anemoi can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Anemoi regains spent legendary actions at the start of its turn.
- Divine Hand Strike: The Anemoi makes a Divine Hand attack.
- Wind Slash (Costs 2 Actions): The Anemoi sends a cutting gust of wind toward a creature within 120 feet. The target must make a DC 27 Dexterity saving throw, taking 60 (10d10) slashing damage on a failed save, or half as much on a successful one.
- Tempest of Zephyrus (Costs 3 Actions): The Anemoi creates a calming breeze that sweeps over all creatures in a 60-foot radius. Each creature must succeed on a DC 27 Wisdom saving throw or be charmed for 1 minute.
Regional Effects
The region within 1 mile of the Anemoi’s lair is affected by the following:
- Constant Wind: The wind in the area is unusually strong and persistent. Travel in the area requires double the normal time, and creatures must succeed on a DC 27 Constitution saving throw or be pushed 10 feet by the wind every hour.
- Weather Anomaly: Weather patterns are unpredictable and extreme. The area experiences random and severe weather changes, including hurricanes, blizzards, and heatwaves.
- Echoes of the Anemoi: Whispering winds occasionally convey cryptic messages or warnings. These whispers grant advantage on Wisdom (Perception) checks but also cause unsettling feelings of being watched.
Magic Items and Divine Artifacts
- Aeolus’ Bag: A magical sack that can contain and release winds of varying intensities. When used, it can summon a windstorm (as per the Tempest of Notus action) or calm the winds for an hour. This artifact is often carried by the Anemoi.
- Scepter of the Four Winds: A scepter imbued with the powers of the Anemoi, allowing the wielder to command wind and weather, cast spells such as Control Weather and Wind Walk, and provides a +3 bonus to Charisma (Intimidation) checks.
The wind, just a breeze moments ago, suddenly grows into a howling gale. A pale shape blows by at blinding speed. It slows and settles to the ground before you, and you can clearly see it: a powerful white stallion with intelligent eyes.
An Anemoi embodies the essence of a specific wind—be it a scorching sandstorm, a refreshing spring breeze, or a brisk autumn gale. These wandering entities shape the local weather to suit their whims, with some imposing order to maintain nature’s balance, while others follow their chaotic instincts.
Anemoi form temporary herds only for mating, and protect their young until maturity before disbanding. Their intense, sporadic lust drives them to seek partners—whether mortals, fey, or even air elementals. Physically, they appear as light-colored stallions with flowing manes that ripple as if in constant wind. Each type of Anemoi reflects its associated wind, from the green-tinged, lean spring breeze to the grey, muscular autumn gale.
Originally Posted by MythMage of the Dicefreaks forums.
On this Thread
The Anemoi are wind fey who are each ascribed a direction, from which their respective winds come, and are associated with various seasons and weather conditions. They are horses kept in the stables of the storm god Aeolus, who provided Odysseus with the Anemoi in the Odyssey. Astraeus, the astrological deity sometimes associated with Aeolus, and Eos, the goddess of the dawn, were the parents of the Anemoi.
Of the four chief Anemoi, Boreas is the north wind and bringer of cold winter air, Notus is the south wind and bringer of the storms of late summer and autumn, and Zephyr is the west wind and bringer of light spring and early summer breezes; Eurus, the east wind, was not associated with any of the three Greek seasons, and is the only one of these four Anemoi not mentioned in Hesiod’s Theogony or in the Orphic Hymns. Four lesser Anemoi represent the northeast, southeast, northwest, and southwest winds.
Lesser Anemoi
Large Fey (Air)
Hit Points: 102 (12d6+60)
Initiative: +9
Speed: 80 ft., fly 80 ft. (average)
Armor Class: 25 (–1 size, +9 Dex, +7 natural), touch 18, flat-footed 16
Base Attack/Grapple: +6/+16
Attack: Hoof +16 melee (1d6+6), Bite +10 melee (1d8+3)
Full Attack: 2 hooves +16 melee (1d6+6) and bite +10 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks:
- Breath Weapon (Su): Cone of hurricane-force wind, 60 ft., usable every 1d4 rounds. The type of damage and effects vary based on the specific Anemoi’s wind type. Example effects:
- Blasting (gale): Tornado-force winds blow creatures away; Fortitude negates.
- Calming (summer breeze): Causes unconsciousness for 12 minutes; Will negates.
- Cold (blizzard): 12d6 cold damage; Reflex half.
- Cutting (sandstorm): 12d6 slashing damage from flaying grit; Reflex half.
- Deluge (heavy rain): 12d4 bludgeoning damage; Reflex half.
- Dust (sirocco): 12d4 desiccation damage; Fortitude half.
- Electric (thunderstorm): 12d6 electricity damage; Reflex half.
- Howling (thunderstorm): 12d4 sonic damage; Reflex half.
- Searing (firestorm): 12d6 fire damage; Reflex half.
- Control Winds (Sp): At will, as the spell control winds (caster level 12th). Caster level 12th.
Special Qualities:
- Air Walk (Su): Can move through the air as if it were solid ground, allowing vertical movement.
- Cloak of Wind (Su): A constant swirling wind surrounds the Anemoi, providing a +2 deflection bonus to AC and a +2 bonus on Reflex saves against ranged attacks.
- Damage Reduction 10/cold iron (Ex): The Anemoi can reduce damage from cold iron weapons.
- Immunity to Electricity (Ex): Immune to electricity-based attacks and spells.
- Low-Light Vision (Ex): Sees twice as far as a human in dim light.
- Scent (Ex): Can detect, locate, and track creatures by smell.
- Wind Mastery (Ex): Gains a +1 bonus on attack rolls and AC while flying.
- Wind Walk (Su): Can assume a misty, cloud-like form, as the spell wind walk. Gains damage reduction 10/magic and immunity to poison and critical hits while in mist form. The Anemoi can fly at a speed of 300 ft. in mist form.
Saves: Fortitude +10, Reflex +17, Will +14
Abilities:
- Strength: 23 (+6)
- Dexterity: 28 (+9)
- Constitution: 22 (+6)
- Intelligence: 13 (+1)
- Wisdom: 22 (+6)
- Charisma: 23 (+6)
Skills:
- Balance: +11
- Intimidate: +21
- Jump: +28
- Knowledge (Nature): +18
- Listen: +21
- Sense Motive: +21
- Spot: +21
- Survival: +21 (+23 in aboveground natural environments)
- Tumble: +24
Feats:
- Ability Focus (Breath Weapon): +2 bonus to the breath weapon’s save DC.
- Flyby Attack: Can make a full attack while flying and then move away.
- Improved Flyby Attack: Allows for an additional attack during a flyby.
- Weapon Finesse: Use Dexterity instead of Strength for attack rolls with melee weapons.
- Weapon Focus (Hoof): +1 bonus on attack rolls with hooves.
Environment: Any land
Organization: Solitary, pair, or herd (4–20 with 1d3 noncombatant young)
Challenge Rating: 12
Treasure: None
Alignment: Typically neutral
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: +8
Combat Tactics:
Lesser Anemoi excels in aerial combat, using its Cloak of Wind to create a protective cyclone and Control Winds to manipulate the battlefield. It opens fights with its Breath Weapon, leveraging its wind type for maximum impact. If engaged, the Anemoi utilizes its Wind Walk to evade or reposition, exploiting its speed and maneuverability.
When part of a herd, Anemoi will use their combined powers to safeguard their young. The parents form a protective barrier with strong downdrafts, while the rest of the herd engages enemies using their breath weapons and physical attacks.
Currently in the World
The Anemoi, the ancient Greek deities of the winds, remain vigilant guardians of the natural world, their presence woven into the very fabric of history. From the earliest days of civilization, they have danced upon the earth, their breath shaping the lives of mortals and the course of events.
In the Age of Heroes, when gods walked more freely among men, the Anemoi are at the height of their influence. Boreas, the North Wind, is fierce and untamed, his icy breath scouring the Aegean and driving winter’s chill into the hearts of men. He takes particular delight in testing the resilience of sailors, pushing their vessels to the brink with his gales, challenging their strength and resolve. Yet, he is not without mercy; those who show courage earn his grudging respect, and sometimes, a favoring gust to bring them safely home.
Zephyrus, the West Wind, flits gently through the fields of Greece, his warm breezes coaxing life from the soil. He is the bringer of spring, the lover of flora, and the patron of new beginnings. His breath stirs the seeds in the earth, awakens the flowers, and carries the songs of birds across the land. Yet, there is a deeper passion within him, a longing for the fleeting beauty of life that he nurtures. He watches with sorrow as each bloom he encourages fades with the passing seasons, aware that all life is transient, and beauty, however cherished, is impermanent.
Notus, the South Wind, is temperamental and brooding, his hot breath heralding the storms of late summer. He sweeps across the Mediterranean with the power of a tempest, his winds gathering the moisture of the sea and unleashing it upon the land. He is the force behind the sudden downpours that flood the fields, the thunderheads that darken the skies. His motivations are complex; while he revels in the chaos he brings, there is a deeper purpose to his actions. He seeks to remind mortals of nature’s untamable power, of the need for balance and respect for the elements. His storms are not merely destructive—they are lessons in humility.
Eurus, the East Wind, is the most enigmatic of the four. His breezes are unpredictable, capricious as they sweep across the ancient world. He is neither wholly malevolent nor benevolent, embodying the changeable nature of autumn. His winds scatter the leaves, bring sudden chills, and stir the dust of ancient roads. Eurus watches with a quiet curiosity as mortals struggle to predict his next move. He is drawn to the unknown, the unpredictable, and often finds himself entangled in the fates of those who dare to defy the norms. His motivations are elusive, driven by a desire to see how far the world can be pushed before it breaks.
As the centuries pass, the Anemoi watch as the ancient world gives way to new empires and new beliefs. Their influence wanes as the gods of Olympus retreat from the affairs of men, but the winds themselves remain. In the Middle Ages, Boreas’ icy breath howls through the highlands of Europe, Zephyrus brings gentle breezes to the lush valleys of Italy, Notus’ storms batter the coasts of the Mediterranean, and Eurus’ erratic gusts stir the sands of the East.
The Anemoi become forces of nature rather than deities, their presence felt but no longer directly worshipped. Yet, they are not content to simply fade into obscurity. They adapt, finding new ways to exert their influence. Boreas, now the harbinger of winter, is a terror in the north, driving the Norsemen to sail southward in search of warmer lands. Zephyrus, ever the gentle spirit, inspires the art and poetry of the Renaissance, his breezes whispering inspiration into the ears of artists like Botticelli, who captures his essence in the famed “Birth of Venus.” Notus, with his fierce storms, shapes the fates of empires, his winds scattering the fleets of the Crusaders and bringing rains to the parched lands of Spain and North Africa. Eurus, the trickster, finds delight in stirring up the winds of change, fanning the flames of rebellion and discovery that mark the late Middle Ages.
By the 1450s, the world is on the cusp of great change. The Age of Exploration dawns, and the Anemoi see an opportunity. They are drawn to the ships that set sail into the unknown, to the explorers who dare to challenge the edges of the map. Boreas tests them with the icy waters of the north, Notus tempers them with tropical storms, Zephyrus guides them gently westward, and Eurus, ever unpredictable, offers both aid and hindrance in equal measure.
The Anemoi’s goal is no longer simply to shape the weather but to shape the destiny of the world. They see in these explorers a reflection of their own eternal nature—a drive to push boundaries, to explore the unknown, to leave a lasting mark on the world. They are motivated by a desire to see what lies beyond the horizon, to witness the unfolding of a new world, one in which their influence, though subtle, will still be felt in every gust of wind, in every storm, in every breath of fresh air that carries the scent of distant lands.
And so, the Anemoi continue their eternal dance, their winds driving the sails of history, guiding the fate of nations, and whispering to those who dare to listen that the winds of change are always blowing.