Neutral Large Elemental (air, extra-planar) (8 ft. tall)
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: 33% - Others Automatic (+34%)
SENSES infravision
ARMOR CLASS: 3
MOVE: 24"
HIT DICE: 16 (hp 72)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 7
MELEE: wind buffet (4d8) or grab (no damage)
SPECIAL ATTACKS: grab - Hits As: +4
SPECIAL DEFENSES: natural invisibility, DR/+1 (magic-none)
WEAKNESS: go insane
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +80%
SAVES: Poison 4, Petrify 5, Wand 6, Breath 4, Spell 7
LEVEL: IX (XP 6,690 or 5,250 + 20 per hp)
The aerial servant is a semi-intelligent form of an air elemental. It is typically encountered only due to conjuration by a cleric, although these creatures roam the ethereal and astral planes and when encountered there can be dimly seen. Aerial servants do not fight per se, but they are exceedingly strong and very fast.
An aerial servant is normally invisible.
If the aerial servant is frustrated from completion of its assigned mission it becomes insane, returns to the cleric which sent it forth, and attacks as a double strength invisible stalker. Likewise, if it is encountered ethereally or astrally, the aerial servant will typically attack in the same fashion.
They can carry weights in excess of 10,000 gold pieces, and if they grasp any creature it requires an 18 Strength to have any chance of breaking free. For each percentage point score the creature has, there is a like chance to escape the grasp of the aerial servant, i.e. a human with an 18/50% strength has a 50% chance of breaking free of the grasp, and a 00% or 19 indicates automatic breaking of the grasp.
They travel at twice the speed of an invisible stalker, and when on the physical plane they are able to achieve surprise on a die roll of 1-4 (out of 6). For further details regarding aerial servants consult the volume detailing clerical spells:
The aerial servant will always attack by complete surprise when sent on a mission, and gain the benefit of 4 free melee rounds unless the creature involved is able to detect invisible objects, in which case a six-sided die is rolled, and:
1 = 1 free round,
2 = 2 free rounds,
3 = 3 free rounds,
4 = 4 free rounds, and
5 or 6 = 0 free rounds (the opponent is not surprised at all).
Each round the aerial servant must dice to score a hit, and when a hit is scored, it means the aerial servant has grabbed the item or creature it was sent to take and brings it back to the cleric.
If a creature is involved, the aerial servant's Strength is compared to the Strength of the creature to be brought. If the creature in question does not have a Strength rating, roll the appropriate number of the correct type of hit dice for the aerial servant and for the creature it has grabbed. The higher total is the stronger. [ie. higher hit points = stronger]