Wind Walker
A roaring cyclone at least twice as tall as a human bears down on you, spinning dirt and earth into the air as it moves.
Wind Walker (CR 5)
Large Outsider (Air, Elemental, Extraplanar)Alignment: Neutral
Initiative: +8
Senses: Darkvision 60 feet; Perception +11
Speed: 40 feet, Fly 60 feet (perfect)
Space: 10 feet
Defense
Armor Class: 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, -1 size)Hit Points: 59 (7d10+21)
Saving Throws: Fort +4, Ref +9, Will +6
Damage Reduction: 5/magic
Immunity: magic, elemental traits
Offense
Melee: wind blast +10 (2d6+6)Reach: 10 feet
Spell-Like Abilities (CL 10th):
- Constant- Detect Thoughts (100 ft.)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
18 (+4) | 19 (+4) | 14 (+2) | 12 (+1) | 13 (+1) | 11 (+0) |
CMB +12
CMD 26
Feats: Combat Reflexes, Improved Initiative, Toughness
Skills: Bluff +6, Diplomacy +10, Fly +20, Intimidate +10, Knowledge (planes) +11, Perception +11, Sense Motive +8, Stealth +10
Languages: Auran, Common; telepathy 100 ft.
Special Abilities
Detect Thoughts (Sp)
For every wind walker present within 100 feet, the range of this spell-like ability increases by 100 feet.Immunity to Magic (Ex)
A wind walker is immune to any spell or spell-like ability that allows spell resistance (except those that summon or call it). In addition, certain spells and effects function differently against the creature as noted below. A control weather spell instantly slays a wind walker if it fails a Fortitude save against the spell. A haste spell deals 1d6 points of damage per two caster levels (maximum 5d6) to a wind walker. A Fortitude save halves the damage. In addition, a haste spell increases the damage the wind walker deals with its wind blast attack by +1d6 for one round. An ice storm spell deals no damage to a wind walker, but is affected as if by a fear spell if it fails a Will saving throw against ice storm. A slow spell deals 1d6 points of damage per caster level (maximum 10d6) to a wind walker. A Will save halves the damage. A summoned or called wind walker is affected normally by magical barriers that restrict or inhibit called or summoned creatures (such as antimagic field).Wind Blast (Ex)
A wind walker attacks using the air surrounding it, transforming it into a forceful blast that deals 2d6+6 points of damage to all creatures within reach. The wind walker makes a single attack roll at its full attack bonus against each opponent within reach as a standard action.Ecology
Environment: AnyOrganization: solitary or gang (2-4)
Treasure: standard
Wind walkers are creatures from the Plane of Air. They are often summoned to the material plane by clerics or wizards who employ them as guards. On occasion, a wind walker is encountered in the service of a cloud giant, djinn, efreet, storm giant, or other such creature.
A wind walker's natural form is that of a roaring and whistling column of wind about 12 feet tall. No discernable features can be seen in the wind walker.
A wind walker attacks by using the surrounding air to pummel its foes.
Credit The Wind Walker originally appeared in the First Edition Monster Manual (© TSR/Wizards of the Coast, 1977) and is used by permission.
Copyright Notice Author Scott Greene, based on original material by Gary Gygax.
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