Neutral Large Monster (air, elemental, extraplanar)
FREQUENCY: Rare
NO. APPEARING: 1-3 (VI. 1d2)
SURPRISE: 33% — Others Auto
SENSES: infravision
ARMOR CLASS: 7
MOVE: 15" — fly 30" (Class A)
HIT DICE: 6 + 3 (hp 30)
% IN LAIR: 20%
TREASURE TYPE: C, R
THAC0: 13
MELEE: whirlwind (3d6)
SPECIAL ATTACKS: whirlwind attack - Hits As: +2
SPECIAL DEFENSES: natural invisibility, DR/+2
WEAKNESS: wind walker vulnerabilities
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: +33%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Does not speak, Understands Elemental (air), telepathy (100-ft)
LEVEL: VII (XP 1,400 + 8 per hp)
Wind walkers are creatures from the Elemental plane of Air, and on the Material plane prefer to live high in mountains or in great caverns very far below the surface.
Their approach is detectable at from 10"-30" as a whistling, howling or roaring depending on the number coming.
They attack by wind force, each wind walker causing 3-18 points of damage per turn to all creatures within 1" of them who are hit.
Being ethereal [made of air], wind walkers can be fought only by such creatures as djinn, efreet, invisible stalkers, or aerial servants, or affected by spells such as control weather (unless save is made versus magic, the monster dies), slow (affects monster like a fireball), and ice storm (drives them away for 1-4 melee rounds).
Haste does one-half damage [ie. as fireball but dice are d3] to wind walkers, but it also doubles the amount of damage done by the wind walkers.
They are subject to attack by telepathy.
These monsters are telepathic and can detect thoughts within 10"-30" (as they work in series to boost range).
Magical barriers will stop them, but wind walkers will otherwise pursue for 2-5 melee rounds minimum.
Wind walkers are sometimes forced into servitude by storm giants (for obvious reasons).