Wind Walker

Armor Class
7 [12] (m)
Hit Dice
6+3
Attacks
Attack (1d6+2)
Special
invisibility, magic weapons to hit, sleep/charm/hold/mind-affecting immunity, half cold/electricity, haste/slow interaction
Move
Fly 36
HDE/XP
8/800

Description

Wind Walkers are intelligent monsters from the Elemental Plane of Air. Like other elementals, they do not normally live on the material plane, but can be summoned by certain magic. They are naturally invisible, and remain so even after attacking. Due to their incorporeal form they can be harmed only by magical weapons (and spells, within some limits as given below).

They are immune to magic that affects only living creatures (such as Sleep, charm, or hold) as well as mind-affecting magic such as Detect Thoughts (ESP). They take half-damage from any sort of cold or electrical attack. They are, however, especially susceptible to the spells Alter Time (Haste only) and Alter Time (Slow only), suffering 1d6 points of damage per caster level if subjected to a Alter Time (Slow only) spell and half that number of dice (rounded up) if subjected to Alter Time (Haste only). Neither spell has its normal effect if used against a wind walker.

Source note: This creature is converted from The Basic Fantasy Field Guide of Creatures Malevolent and Benign – Omnibus Edition, 1st Edition Release 4, © 2010–2025 Chris Gonnerman, R. Kevin Smoot, James Lemon, Matt Sluis, and Contributors. The Basic Fantasy Field Guide textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.