[Like several of the original monsters in Age of Worms, the wind warrior was a bit overpowered. Not as much as, say, the Ebon Aspect, but enough so that both parties I ran through the Whispering Cairn were on the ropes with two of them being their only fight of the day.]
Wind Warrior
This creature appears to be a living suit of fine ceramic armor carrying a sword in each hand. Its cape and the plume of its helmet blow in a breeze seemingly coming from within the armor.
Wind warriors are minor elemental spirits bound into a suit of decorative armor. They were created by a long-lost empire of air elemental beings, and knowledge of their creation is mysterious and highly sought after. They can be found in service to other elemental beings as mercenaries, guards or jailers. Wind warriors naturally lack ambition, and so typically work for another creature rather than pursuing their own agendas.
Wind warriors are capable combatants, able to fight with two weapons with incredible ease. Different wind warriors may favor different weapons, but longswords are the most common. Although they can create their own weapons magically, if offered a magical weapon or one made of an exotic material they will not hesistate to use it. Although they are not creative enemies, they work well together. Wind warriors advance by character class, and advanced wind warriors usually take teamwork feats to improve their cooperative fighting styles.
Wind Warrior CR 4
XP 1,200
LN Medium outsider (air, elemental, extraplanar)
Init +3; Senses darkvision 60 ft., Perception +11
Defense
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 37 (5d10+10)
Fort +3, Ref +7, Will +6
DR 5/bludgeoning; Immune elemental traits
Weakness vulnerable to shatter
Offense
Speed 30 ft., fly 80 ft. (good)
Melee 2 masterwork longswords +8 (1d8+2/19-20)
Special Attacks sonic blast, superior two-weapon fighting
Statistics
Str 14, Dex 17, Con 15, Int 8, Wis 11, Cha 12
Base Atk +5; CMB +7; CMD 20
Feats Alertness, Iron Will, Outflank
Skills Acrobatics +11, Fly +15, Intimidate +9, Perception +10, Sense Motive +10
Languages Auran
SQ create weapon
Ecology
Environment any land or underground (Plane of Air)
Organization solitary, troupe (2-5) or platoon (6-12)
Treasure incidental
Special Abilities
Create Weapon (Su) As a standard action, a wind warrior may create a masterwork one-handed or light martial or simple weapon. A weapon created in this fashion crumbles to dust if it leaves the wind warrior’s grasp.
Sonic Blast (Su) As a standard action, a wind warrior can clash its two weapons together to deal 2d6 points of sonic damage to all creatures in a 20 foot line (Reflex DC 14 half). The wind warrior must be wielding two weapons to use this ability.
Superior Two-Weapon Fighting (Ex) A wind warrior takes no penalty to attack and damage rolls when fighting with two weapons.
Vulnerable to Shatter (Ex) A wind warrior is treated as being a crystalline creature for the purposes of the shatter spell.
Kars stood still and unresponsive for a few long moments. Then, slowly he brings up a hand to touch his neck with ringed fingers. He pulled it back to observe the red liquid. He was at least a little impressed, causing his blood to spill was not a common feat to achieve.
“Wamuu.” He didn’t need to look to know he was kneeling to accompany his apology. He would have known he was even if he hadn’t heard the movement.
“Are you sure you’re feeling alright? You’re not usually this aggressive.”
“So, Whammu…How did a nice, proud warrior like you ended up doing Kars’s bidding? You are aware he is crazy, right?” A somewhat foolish question by him, yet he would say anything just to keep the other’s intention to fight him at bay.