Thursday, April 25, 2013

Elemental Lords Final - Lord of Air

And we are done with the Lords! Here we have not Yan-C-Bin, but Whorl. Whorl's biggest boon is his constant invisibility, but if you can get past that, he is actually the weakest of all the Lords. He's not immune to much, doesn't have too many spells, and he has the lowest health of all of them. Still, that makes him a force to contend with.

What's next? I liked creating these dudes, but adapting monsters is kind of boring. I much more like making original ones. I was recently reading Rise of the Runelords for Pathfinder, and I think it would be cool to have some Lords of Sin or something. Look forward to that soon, possibly!

Whorl the Tempest, Lord of Air

Large Elemental, Chaotic (NE), Super Intelligence; Unique

HD      19 (90 HP)
AC      22
ATK    2 slams (2d10)
MV      Fly 120
SV       F 3, R 3, W 3
XP       9,500 (CL 22)

Whorl is the Lord of Air who lives in a palace made of solid wind on the Elemental Plane of Air. He is almost always invisible, but when he picks up debris in his form, he looks like a monstrous maelstrom with a demonical face forming from the clouds. Whorl has vicious mood swings, much like Riptide, but he is generally scheming and full of secrets. He loves deceiving and double crossing people, giving him the nickname of Whorl the Mistrusted. He can speak Abyssal and Air Elemental.

The violent winds that Whorl always gives off grants flying creatures a -2 to their fighting and damage rolls against him. Whorls slam attacks are usually full of debris, and anyone hit by one of these attacks must make a Fort save or be stunned for 1d6 rounds.

Whorl can transform himself into a whirlwind, just like an air elemental can. The vortex is 10 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. Anyone sucked in takes 3d6 damage per round.

Whorl is immune to any air-related effects, such as strong winds or air-related spells or powers. He can choose to drop this protection as a free action. Whorl is also naturally invisible at all times, even while attacking. He can choose to pick up debris as a free action to reveal himself.

Whorl can summon air creatures to aid him, once per day. He can summon 1d3 large air elementals, 1d4 cloud giants, 1d4 arrowhawks or 1d4 invisible stalkers.

Special Qualities: immune to electricity, invisibility

Spells: At will - tongues, detect evil, detect good, dispel magic, teleport without error, see invisibility, suggestion, telekinesis, control winds, gust of wind, wind wall; 1/day – control weather

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