Neutral Large Monster (air, elemental, incorporeal, extraplanar)
FREQUENCY: Rare
NO. APPEARING: 1-3 (VI. 1d2)
SURPRISE: 33%; Others Automatic (+34%)
SENSES: infravision
ARMOR CLASS: 7
SPEED: 150 ft.; fly 300 ft. (Class A; -/- hp)
HIT DICE: 6 + 3 (hp 45)
% IN LAIR: 20%
TREASURE TYPE: C, R
ATTACK AC 0: 13
MELEE: whirlwind (3d6)
SPECIAL ATTACKS: whirlwind attack; Hits As: +2
SPECIAL DEFENSES: incorporeal, natural invisibility, phasing
WEAKNESS: wind noise, 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.+, see description)
LEVEL: VII (XP 1,760 or 1,400+8 per h.p.)
Phasing. A wind walker has the ability to move to and from the ethereal plane as an innate ability. A wind walker that is out of phase (incorporeal/ethereal) is invisible and ignores rules for entering or fleeing melee. A wind walker that phases to the Prime can only attack an opponent's rear if that opponent has the surprised condition or is engaged in melee with other creatures (and in this case the walker can always target the creatures rear).
Telepathy. Wind walkers can detect the thoughts of creatures up to 100 ft. away. If more than one is encountered, the wind walkers may chain this ability to increase it's range by 100 ft. per wind walker (if spaced out thusly).
Whirlwind Attack. A wind walker can attack all foes in melee range with a melee attack made of focused wind force. Each creature to be struck must be hit with a separate attack roll. If a creature cannot see invisible creatures, the wind walker's attacks will be as if it were invisible.
Wind Noise. The presence of a wind walker on the Prime plane can be detected up to 100 feet away due to wind noise. Wind walkers cannot surprise creatures that can hear or feel the wind unless the wind walker is ethereal. Each wind walker encountered will increase this detection range by 100 ft. up to a maximum of 500 ft.
Wind Walker Vulnerabilities. Wind walkers are vulnerable to certain spells.
Control Weather. If this spell is cast while the wind walker is in it's area of effect, the wind walker must save vs. Poison or be killed (save negates the killing effect but not the spell).
Haste. A haste spell that targets the wind walker (only, no other recipients can be selected), will cause the wind walker to lose 50% of it's hit points immediately (no save). It also increases the speed of the wind walker's wind attacks—this effect increases damage to 6d6 against anyone hit. Other than the increase in damage and loss of hit points, the wind walker gains no other effects from the haste spell (movement bonus, ageing, etc.).
Ice Storm. A wind walker caught in the area of effect of an ice storm spell (either storm type) will flee for 1d4 rounds before returning (no save).
Slow. A slow spell that is used to also affect a wind walker will cause it to make a save vs. Spell or take 1d6 per caster level of damage (save for half) as the effect causes it to tear pieces of itself apart. The slow spell may also affect other targets normally (who incur the usual effects of the spell).
Wind walkers are creatures from the Plane of Air. They are often summoned to the Prime plane by clerics or wizards who employ them as guards that hide their presence in the ethereal. 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. If able to see invisible, no other discernible features can be seen in the wind walker.
Environment. Ethereal; Temperate/sub-tropical, uninhabited/wilderness areas (mountains); Underground