DJAH WALKER
(WIND WALKER)


 

FREQUENCY: Rare (high in mountains or in great caverns very far below the surface)
FREQUENCY: Rare ([Dungeon Level VI])

FREQUENCY: Rare ([Ethereal Plane])

FREQUENCY: Rare ([Cold Wilderness Mountains], [Temperate Wilderness Mountains])
FREQUENCY: Very rare ([Cold Wilderness Desert])
FREQUENCY: Very rare ([Cold Saltwater Surface])

FREQUENCY: Very rare ([Temperate Wilderness Desert])
FREQUENCY: Very rare ([Temperate Saltwater Surface])

FREQUENCY: Rare ([Tropical Wilderness Mountains])
FREQUENCY: Very rare ([Tropical Wilderness Desert])
FREQUENCY: Very rare ([Tropical Saltwater Surface])

NO. APPEARING: 1-3
ARMOR CLASS: 7
MOVE: 15”/30”
HIT DICE: 6 + 3
% IN LAIR: 20%
TREASURE TYPE: [C], [R]
NO. OF ATTACKS: See below ~ 13
DAMAGE/ATTACK: 3-18
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Telepathic, ethereal, limited immunity to spells, magic
MAGIC RESISTANCE: See below
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: L
LEVEL/X.P. VALUE: VI | 575 + 6

SAVES: 10.11.12.12.13

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 # coming.
These monsters are telepathic and can detect thoughts within 10”-30” (as they work in series to boost range).

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, wind walkers can be fought only by such creatures as
djinn, efreet, invisible stalkers, || aerial servants, or affected by spells
such as control weather (unless save is made versus magic, the monster
dies), slow (affects monster like a fire ball), and ice storm (drives them
away for 1-4 melee rounds). Haste does one-half damage to wind
walkers, but it also doubles the amount of damage done by the wind
walkers. Magical barriers will stop them, but wind walkers will otherwise
pursue for 2-5 melee rounds minimum. They are subject to attack by
telepathy. Wind walkers are sometimes forced into servitude by storm
giants (for obvious reasons).



Almost any creature that the party doesn't recognize or remember how to handle is sure to be scary for them.
As a matter of fact a couple of years back I was playing one of my old OAD&D PCs in a campaign run by my son Ernie when a winf walker attacked.
Even though I created the stats for the monster, damned if I could remember its suseptibilites, so my PC was not able to counter the critter.
It could not have been metagaming, as he had confronted wind walkers before...so long before that he had forgotten 

Cheers,
Gary