ILDRISS (Wind Terror)

(right = ildriss)
<no red eyes>

FREQUENCY: Very rare {Uncommon}

FREQUENCY: Very rare ([Dungeon Level IV])

FREQUENCY: Very rare ([Cold Civilized Mountains], [Cold Civilized Plains]), ([Cold Wilderness Mountains], [Cold Wilderness Plains])

FREQUENCY: Very rare ([Temperate Civilized Mountains], [Temperate Civilized Plains])
FREQUENCY: Very rare ([Temperate Wilderness Mountains], [Temperate Wilderness Plains])
FREQUENCY: Very rare ([Tropical Civilized Mountains], [Tropical Civilized Plains])
FREQUENCY: Very rare ([Tropical Wilderness Mountains], [Tropical Wilderness Plains])

NO. APPEARING: 1 {2-8}
ARMOR CLASS: 2 <+2:2>
MOVE: 3" as rolliing fog; 24" otherwise (MC: A)
HIT DICE: 4 ~ 15
% IN LAIR: Nil {10%}
TREASURE TYPE: Nil {[Q] x 2, [X]}
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon to hit; immune to air-based spells
INTELLIGENCE: Low to very
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE: IV | 245 + 5
    {Statistics in curly brackets are for the Elemental Plane of Air} <e> <{}>

SAVES, 4 HD: 13.14.15.16.16 <f>

The ildriss,
or wind terror,
is a creature from the Elemental Plane of Air.
When on the PMP,
an ildriss is either as invisible as the wind or it is seen as a fog-like cloud <WSG: link to fog> with vaporous tentacles and 3 faintly gleaming red eyes,
(The latter is its natural form on its own plane).
It whisks about in the former guise,
but to attack it must become more substantial,
i.e., form as a misty entity.
The ildriss then twirls,
its fog arms carrying small particles which strike with such force as to cause horrible abrasive wounds,
much as a storm of wind-driven sand wounds a living creature. <compare to WSG sandstorm scripts>
Because the ildriss can move invisibly high up or along the ground,
they always gain a 4 in 6 chance of surprise.
They also attack first in any round.

No air-based/affecting spell,
including the following,
will work against an ildriss:
control weather, wind walk, call lightning, control winds, stinking cloud, gust of wind, lightning bolt, cloudkill, cone of cold, invisible stalker, wall of fog, and fog cloud.
If an elemental grue from the Plane of Air is within 50 feet,
not only do air-based/affecting spells fail to function,
but existing effects,
even if permanent,
are fully and totally dispelled.
Magic items are unaffected.

Because of their nebulous form and airy nature,
ildriss are hard to hit;
thus they have AC 2.
They are less substantial on the Prime Material plane than other grue (thus a +2 or better weapon is required to hit them).
Ildriss are generally gray, pale yellow, or (rarely) white.
Eyes are pyramidal, ranging from dark orange through scarlet to maroon.
<3 d4 .gifs?>

Grue, Elemental +