Dungeons & Dragons, Wizards of the Coast, Mordenkainen : Wind Walker

Turning to face the wind and swirling sands, it was there. We saw something else at first impossible to make out was it was, but the closer it got, the more its writhing and twisting form became clearer to us.. This was a mass of partially invisible tentacles. No each limb had some sort of a head. They were like snakes, serpents and yet totally transparent. Only the swirling sands and dust allowed us to see it at all, but our guide raised her hands and waved them away silently urging us to remain calm. We were not in danger. Wind walkers. She said over the howl from the swirling air. We must be close to the meeting place. These ones are friends of the Harssaf, the Genasi and the Yikari. She stepped forward and shouted some breathy words into the wind that I thought I recognised, but the dialect was quite different. Old Alzhedo. I turned and widened my eyes at my dwarven friends Thats the language of Calimshan. Is it not to which Grunda shook his head and replied No older, that is the Auran Tongue, the common language of the land, of no land. The land of no land? Oh a dwarven term! If I understood him right, he was talking about the plane of air and suddenly it all made perfect sense to me. Of course, The language of Calimport was the language of the genies, now thousands of years old and much removed, and so this was why that language sounded so similar to the common Midani language spoken all over Zakhara.

These lands of elemental magic where the genies once ruled, and it was so similar to the language of the Bedine people of the Anauroch desert. It all fell into place in my head and as the swirling sandstorm around us suddenly calmed with the air becoming increasingly humid and pleasantly cool, revealing a splendid looking muscular bare chested, humanoid wearing luxurious and billowing pants, a tidy fortune in precious jewellery and a wide confident Smile …, this was the Djiinn. We were here to meet. An ancient being of powerful magic who happened to keep this wind walker creature as its pet., The djinn founded the Calim Empire in what is now Calimshan over 9000 years. Ago. Many of them took mortal concubines and, from these unions were born, half elementals, who in turn mated with mortals to produce air genasi.. They are the reason why magic in Calimshan is so different to other traditions outside of the desert lands.. They are also central to a conflict that has raged in the desert region for thousands of years, though, there seems to be peace at the moment. The fact we are meeting a powerful Djinn lord out in the deep desert doesnt seem to bode well and now that the sand mist seems to be clearing, I notice, with a crawling sensation up my spine, that we are not alone… There is a circle of at least half a dozen Harssaf surrounding us, dressed in clothing that matches the terrain perfectly their red eyes in their leather red brown faces seeming to glow with their own baleful light, but they keep their distance as we begin our negotiations.

, The Desert is barren, yes, but it is far from empty.. I suspect those Harssaf has been tracking us for days. Hey there. My name is AJ Pickett and I make videos about roleplaying games. Today we will be taking a quick look at the elemental creatures called the Wind Walkers. present in Calimshan and the entire subcontinent of Zakhara, but present in pretty much any location where the genies of the elemental plane of air are active. Most wind walkers will be found in service to another elemental of high intelligence and ambition, so lets get into it. The maswat, rih or wind walkers are kept as cloud sculptors by the Djinn in the elemental plane of air.. Other creatures have summoned them and retained their services in order to herd rainclouds to their lands or to keep the life giving rains from their enemies, which can be a devastating form of warfare. Desert tribes. Folk, such as the Bedine from Anauroch are well aware that Maswat rih are intelligent beings and are careful not to insult them or make any comments about them. Just being servants of the djin as the notoriously fickle genies are powerful and quite often so are the creatures they bring with them.. On rare occasion, storm or cloud giants may force wind walkers into servitude and, of course they can be summoned by the elemental. Mages called the Shairs. This is simple enough to do, but inexperienced arcanists and diabolists are often ill prepared for how spell resistant and durable an obstinate, wind walker can be to the summoners great misfortune.

. You see Wind walkers, are telepathic and can automatically detect thoughts within 300 feet. They are also clever enough to spread out and act as a detection network covering a 900 foot area, but otherwise always move about in tightly knit groups. They are normally only faintly visible to the naked eye, like brief reflections off light from floating cobweb strands, but when moving through fog, mist, steam and sandstorms. The look like a mass of coiling twisting serpents constantly churning out tendrils of winds and losing fragments of themselves as trailing bits of vapour or dust like a persistent shape in a cloud that becomes indistinct at the edges.. Whenever they touch the ground, they spin off tiny, whirlwinds, pushing dust and grit into the air and its tiny, airborne water vapour and minute particles of dust that they consume as a form of nourishment.. They are also very attracted to the tiny chemical compounds that create strong fragrances and can be lured into traps or binding circles with something as simple as aromatic oils or essences.. Djin or Shairs keep their wind walker servants well fed on incense and aromatic offerings. But in the wild they usually gather to feed on clouds tending to keep to themselves in the vast open air they only willingly associate with air elementals, and some sages have speculated that wind walkers themselves are simply a form of younger air elemental, while others are more Certain they are a separate species, entirely, perhaps related to a kind called the Sakina, though the two races are well known to detest each other.

Its hard to say the air elementals are difficult to detect at the best of times, and their ecologies are some of the Most chaotic ever investigated. Maswat rih are partially ethereal. As with most elemental beings, they are more of a spirit force than a physical entity. They use matter to form a body but are not as reliant on that body as creatures of the material plane.. As a consequence, they have natural abilities to manipulate matter, particularly air in the wind walkers case, and they have innate immunities and resistances.. The wind walkers can enter a hostile creatures space and stop there. They can also move through a space as narrow as 1 inch wide without squeezing.. They are immune to poison and take only half damage from any non magical weapon thunder and lightning.. They cant become exhausted, cant, be grappled, paralyzed, petrified, restrained or knocked prone or unconscious. They have 60 foot darkvision and a passive perception of 10.. I have found a fairly good stat block conversion for 5th edition. It includes the spell like ability of the wind walkers to slow down their movement and create an effect exactly like a wind walk spell its not the best fit for what they could do in earlier editions, but its quite handy. So up to three times per day. The wind walker can transmute up to ten willing creatures within 30 feet. These creatures assume a gaseous form for up to 8 hours appearing as wisps of cloud.

, While in cloud form they gain a flight speed of 300 feet per round and have resistance to damage from non magical. Weapons. In cloud form the creature cant really attack. They can either make a dash action or transform and end the effect. That process requires a minimum of 1 minute and they will be incapacitated while they do so. It also takes one minute to turn into their cloud form.. I think the simplest way to handle their spell resistances and immunities is like this. Unless the spell changes, the speed or rate at which they can take actions or move, they have advantage to save vs that spell. Their attack takes the form of intense wind force. Each creature within 10 feet of the wind walker, must make a DC 14 Strength, saving throw. On a failure. A victim takes 3d8 bludgeoning damage and is flung up to 20 feet away from the wind walker in a random direction. I use a D8 to determine direction. In fact, I designed a special cardinal direction. Dice you can buy link in the video description below when the victim lands. They are knocked prone. However, if they hit a wall or floor, they take an addition. 1D6 bludgeoning damage per 10 feet. They have been thrown and possibly fallen. This takes into account this attack might be made in an environment such as the plane of air, where they often is not floor or walls.. If the victim happens to strike another creature, that creature must succeed on a DC 14 Dexterity saving, throw of take the same bludgeoning damage and also be knocked prone.

. If a creature in the area does make a successful saving, throw, they are not thrown 20 feet or knocked prone, but they still take have of the initial 3d8 bludgeoning damage. And thats about it fairly simple. As rules mechanics go, you can literally just use the stat block for a standard challenge. Rating 5 Air elemental, with very few alterations. Aside from the addition of telepathic powers., The fun with Wind Walkers is that they are quite clever elemental natives, who speak the Auran language and often work for more powerful masters, so encountering. One of them is a pretty strong indicator that a Djinn, Shair, storm giant or some such is either nearby or is well aware of what the characters are up. To.

What do you think?

Written by freotech


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