Black Winds of Morgion
D&D 3e (3.0/3.5) Rules
This creature looks like a large, billowing inky-black cloud with two faint red 'eyes' at the head of the creature. The creature is surrounded by a powerful aura of chilling evil and cold that reaches into the very soul.
Black Wind CR 15
Always NE Large Outsider (cold, evil, extraplanar, incorporeal)
Init +4; Senses Darkvision 60ft., Listen +20, Spot +20.
Aura cold (5ft. 2 cold damage or 4 if touching)
Language: Abyssal, Common, Infernal
AC 17, touch 17, flat-footed 13 (–1 size, +4 Dex, +4 deflection)
Hp 136 (16 HD); DR 10/good
Fort: +13, Ref: +13, Will +15
Melee Slam +24/+19/+14/+9 (1d6+8 plus infection)
Space: 5ft.; Reach: 10ft.
Base Atk +16; Grp +28
Attack Options Aligned Strike (evil), Freeze the Life's Blood
Special Actions Inflict Weakness, Shadow Walk
Abilities Str 26, Dex 19, Con 18, Int 12, Wis 19, Cha 16
SQ Slippery Mind
Feats Improved Unarmed Strike, Stealthy (b), Iron Will, Alertness, Power Attack, Skill Focus (Hide)
Skills Balance +12, Bluff +15, Escape Artist +16, Hide +23, Intimidate +17, Knowledge (religion) +15, Knowledge (the planes) +15, Move Silently +25, Sense Motive +13, Survival +19
Advancement 17 – 32 HD (Huge), 33 – 48 HD (Gargantuan)
Cold Aura (Su): The black wind is surrounded by a chilling aura. All those that are within 5ft. of the black wind suffer 2 points of cold damage each round the creature remains within the 5ft. area. Those that are touching metal objects, such as swords, that are also touching the black wind, such as when used to strike, suffer 4 points of cold damage.
Freeze the Life's Blood (Su): The black wind can make a single ranged touch attack to a target that is within 30ft. of it each round. The target suffers 1d6 points of damage per 2 HD of the black wind and must make a Fortitude saving throw (DC = 10 + 1/2 HD + Constitution Modifier) to take half damage and lose their Dexterity modifier to their AC for 1 round per HD. The black wind can use this ability a number of times per day equal to 3 + it's Constitution modifier. The saving throw is Constitution-based.
Infection (Sp): Each successful strike inflicted by a black winds slam attack has the chance to infect the target with a disease, as if they had been subjected to the contagion spell cast by a wizard of 8th level. The target is allowed a Fortitude saving throw against the effects with a DC 16 to negate the effects. The saving throw is Intelligence-based.
Inflict Weakness (Su): The black wind can choose to weaken a target creature within 30ft. The target creature must make a Willpower saving throw (DC = 10 + 1/2 HD + Charisma modifier) or suffer a –3 to all attack rolls, damage rolls, saving throws and skill checks for 1 round. The saving throw is Charisma-based.
Slippery Mind (Ex): The black wind is a master at confusion and deception when it comes to those seeking to understand its motives. When someone attempts to make a Sense Motive skill check against the black wind, it is allowed a Willpower saving throw against a DC = 10 + 1/2 the attempting creatures HD or level + the attempting creatures Wisdom modifier to actively lie or confuse the skill check result. A failed saving throw still allows the black wind to use a Bluff skill check against the attempting creature, but any successful result is truthful.
Shadow Walk (Su): A black wind has the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A black wind can jump up to a total of 20ft. each day in this way; this may be a single jump of 20ft. or two jumps of 10ft. each.
Skills: Black winds gain a +8 bonus to all Hide and Move Silently skill checks made in dimly lit areas.
The black winds of Morgion are creatures of terrifying evil that exist to serve Morgion and are among the most powerful of his servants. A black wind is an expert torturer, using its abilities to inflict excruciating pain, but it is used to perform other tasks as well, such as assassination and safekeeping of the dark secrets of its masters.
Black winds rarely enter the material plane but when they do, it's usually at the behest of powerful clerics of Morgion who summon them from the Abyss to do his bidding. Black winds are ruthless and show no mercy, killing with malicious glee.
Strategy and Tactics
Black winds always seek to get nearer to their target, often initiating bull-rushes or charge actions. when they are near enough, they concentrate on their assigned target to the exclusion of all other combatants.
This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.