Wind Walker

No. Enc.:1d3 (1d3)
Alignment:Neutral
Movement:150’ (50’)
Fly:300’ (100’)
Armor Class:7
Hit Dice:6 + 3
Attacks:1
Damage:3d6
Save:F6
Morale:9
Hoard Class:XXII
XP:680

Wind walkers are creatures from the elemental plane of air. When found on the material plane they live on high mountain peaks or deep within labyrinths. On occasion, a wind walker is encountered in the service of a cloud giant, storm giant, efreet, djinn, or other such creature. A wind walker’s natural form is that of a roaring and whistling column of wind about 12’ tall. No discernable features can be seen in the wind walker. A wind walker attacks by using the surrounding air to pummel its foes for 3d6 hp damage each round. Wind walkers can only be attacked by ethereal creatures or creatures capable of affecting the ethereal plane. A control weather spell instantly slays a wind walker if it fails a saving throw versus spells. A haste spell deals 1d6 points of damage per two caster levels (maximum 5d6) to a wind walker. In addition, a haste spell doubles the damage the wind walker deals with its wind blast attack. An ice storm spell deals no damage to a wind walker, but affects it as if by a fear spell for 1d4 rounds. A wind walker is affected normally by magical barriers.

License: Advanced Edition Companion Labyrinth Lord OGL

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