Airwalker

Elemental guide to the plane of air. A small air elemental.

Imagine a translucent and luminous humanoid dressed in scarves and dancing in the wind. It travels the winds and ensures the safe travels of truly free souls.

Playfully wise, agile dancer, fickle friend.



 
HD: 1 Armor: none
Hit it: hard Dodge it: normal
Move: fly fast  

It is immune to electricity. It resists all other damage (because it’s an elemental). Also, it recovers 1D6 HP every round spent only flying. However, it takes 1D6 damage each round spent not moving.

Attacks (1/round)

Plane Shift. The airwalker and every creature touching it or a creature touching it are transported to the plane of air.

Punch. The airwalker makes one melee attack (1D4).

Unshackle. The airwalker attempts to grapple an adjacent target. If it succeeds, the target is under the effect of Levitation.

Whirl. The airwalker moves an adjacent thing somewhere nearby.




Random Encounter
  1. Monster: 1D6 airwalkers & 25% 1 traveling humanoid.
  2. Lair: A giants floating pole with 1D12 swirling wind-chimes pointing at ever-shifting planar locations.
      OR
    Omen: The sound of a portal opening and a gust of wind.
  3. Spoor: The spark of a portal closing and one final gust sweeping the area.
  4. Tracks: Eerie yet joyful wind chime noises.
  5. Trace: [rumor] People in the area seem to routinely get things from the plane of air.
  6. Trace: A monk, training to become one with the winds.
D6 What the Monster Wants
  1. Find a truly free soul and guide them to the endless skies of the plane of air.
  2. Perform the 5 acts of the deadly alizee sky waltz. They are missing a dancer.
  3. Steal fun things to throw away down the bottomless skies of the plane of air.
  4. To race with you. They might train you if you win (giving you the punch attack).
  5. Deliver an old monk to safety somewhere close-by; they just happen to have teleported in the wrong location.
  6. Warn of a grave danger. They assume everybody can fly.
Binding the Elemental

You gain a Spell Dice, one Doom Point and …

  1. … you plane-shift to a random location in the plane of air.
  2. … you are under a permanent levitation spell.
  3. … your weight is halved, you have disadvantage on strength checks.
  4. … you are under a permanent feather-fall.
  5. … you hover.
  6. … the spell word Travel.

If you roll a catastrophe, the elemental is released.

Conjuring the Elemental

If you know the spell Conjure, you can alter it in such a way for a minimum of 1 Spell Dice:

Conjure Aerial Servant
R: self 

When casting the spell the caster must join hands with up to [dice] people. The airwalker will then ask each participant why they seek access to the plane of air. If the motive is anything beyond personal freedom, the person must pass a charisma check to successfully lie to the elemental. If everybody passes the check, the airwalker planeshifts the group to the location of their choice in the plane of air.


DM Notes

I think the airwalker is an original creation of Richard J. Leblanc Jr in the Creature Compendium. I loved it as-is, we don’t have enough friendly elemental creatures. To signal the friendliness, I dropped their sword and armor. — SaltyGoo

Written on November 14, 2020