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