Friday, January 2, 2015

A Prentice's Foe: The Merry Winds

First post of the new year! It's raining here, and the coyotes are out in force. Never did like the beasties, their cackling, laughing cries always leaves me feeling skittish. I wonder how many pioneers went mad from the sound? Oh well, only one thing for it...


Let's turn the sound into a monster!




Merry Winds
AC:
  2
XP:
  250
HD:
  4d8
Alignment:
  Neutral
Move:
  Fly 70
Treasure:
  0 (0)
Attacks:
  Cackle
(vs Spell)

Damage:
  Madness


 


Birthed in those curious rents between the Elemental Plane of Air and the rolling plains, the Merry Wind manifests as a rolling cloud, twisting and coiling upon itself in a giddy blur. Within the cloud, or perhaps sculpted of it, canine shapes titter and laugh in high-pitched, insane merriment. Those who hear the cackling of the Merry Winds suffer from madness, as detailed below. Beeswax earplugs have proven effective if applied quickly enough.

The Merry Winds may only be struck by magical weapons. When  reduced to half hit points, the winds will buffet all attackers within range before attempting to flee. Unsecured equipment and slight creatures (such as Halflings, Elves, Pixies) of level or Hit Dice 2 or fewer will be tumbled, 1d6 feet in a random direction.

Madness: A Mad character's Intelligence and wisdom are temporarily rerolled as 1d4+4. Additionally, for the duration of the madness, the victim is unable to attack or defend. This madness lasts for a period of weeks equal to the character's new Wisdom score, or until a Remove Curse is cast upon the victim. Forever after, the sound of laughter will be discomfiting to the victim.





1 comment:

  1. Very nice (or nasty) critter sir and very well written. More please.

    ReplyDelete