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Wind Serpent - Wind Serpent, Elder - Wind Serpent, Cloud - Wind Serpent, Greater
WIND SERPENT
  Medium Animal
Hit Dice: 3d8+3 (16 hp)
Initiative: +5
Speed: 20 ft. (4 squares), fly 60 ft. (average)
Armor Class: 17 (+6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +2/+3
Attack: Coiler: Bite +5 melee (1d6+3)
Stinglash: Bite +3 melee (1d6+1 + poison)
Venomwing: Bite +3 melee (1d6+1 + poison)
Full Attack: Coiler: Bite +5 melee (1d6+3)
Stinglash: Bite +3 melee (1d6+1 + poison)
Venomwing: Bite +3 melee (1d6+1 + poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Coiler: constrict 1d6+3, improved grab
Stinglash: poison
Venomwing: poison, spit
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 13, Agy 13, Sta 13, Int 1, Spt 12, Cha 14
Coiler: Str 16
Skills: Spot +3, Stealth +3
Feats: Hover, Improved Initiative
Environment: Deserts, plains of Kalimdor (Barrens, Thousand Needles)
Organization: Solitary
Challenge Rating: Coiler: 2
Stinglash: 2
Venomwing: 3
Treasure: None
Alignment: Always neutral
Advancement: 4 HD (Medium); 5–9 HD (Large)
Level Adjustment: +0 (cohort)

Wind Serpent Wind serpents are snake-like creatures with crested heads and feathered wings; the males have brightly-colored scales and plumage. Wind serpents come in many varieties, though the typical wind serpent has a body about 7 feet long, and weighs about 75 pounds.

COMBAT
Wind serpents usually only fight when hunting for food, or when defending a nest against intruders. When hunting, they typically look for lone targets, or stragglers from groups - since closing in to attack with fang or constriction makes a wind serpent vulnerable to attacks from the intended prey's allies. When threatened, a wind serpent's most common tactic is to simply fly away. Although wind serpents typically fight alone, if a flying intruder should venture into wind serpent territory, sometimes several wind serpents - accompanied by shrill alarm cries - will fall upon he intruder to drive it out, or to bring it down.

WIND SERPENT TYPES
Wind serpent abilities vary according to type.

Coiler ("Flying Noose")
Nicknamed by dwarven prospectors, this creature is often made out to be more dangerous than it really is, with inventive tall tales about "flying nooses" that swoop down to grab an unsuspecting victim, then to pull him up in the air and throttle him noiselessly. In truth, a wind serpent hasn't the strength in its wings to hold much more than its own weight. Nonetheless, the presence of flying constrictor snakes can make the task of securing a camp site all the more difficult and unnerving. Coilers are found most often in the oases of the Barrens.

Constrict (Ex): On a successful grapple check, a coiler deals 1d6+3 points of damage.

Improved Grab (Ex): To use this ability, a coiler must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Stinglash
There are many varieties of poisonous wind serpent, mostly found in the Barrens and the Thousand Needles of Kalimdor.

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d6 Sta. The save DC is Stamina-based.

Venomwing
A rarer form of wind serpent, these creatures are not only poisonous, but can spit venom at prey or enemies - thus freeing them from the need to come down to the ground to engage with most foes.

Poison (Ex): Injury or contact, Fortitude DC 13, initial and secondary damage 1d6 Sta. The save DC is Stamina-based.

Spit (Ex): A venomwing can spit its venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.


WIND SERPENT, ELDER
  Large Animal
Hit Dice: 5d8+15 (43 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 60 ft. (poor)
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+12
Attack: Elder Coiler: Bite +9 melee (1d8+7)
Elder Stinglash: Bite +7 melee (1d8+5 + poison)
Elder Venomwing: Bite +7 melee (1d8+5 + poison)
Full Attack: Elder Coiler: Bite +9 melee (1d8+7)
Elder Stinglash: Bite +7 melee (1d8+5 + poison)
Elder Venomwing: Bite +7 melee (1d8+5 + poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Elder Coiler: constrict 1d8+7, improved grab
Elder Stinglash: poison
Elder Venomwing: poison, spit
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +7, Ref +4, Will +5
Abilities: Str 21, Agy 11, Sta 17, Int 1, Spt 12, Cha 14
Elder Coiler: Str 16
Skills: Spot +4, Stealth +4
Feats: Hover, Improved Initiative, Flyby Attack
Environment: Deserts, plains of Kalimdor (Barrens, Thousand Needles)
Organization: Solitary
Challenge Rating: Elder Coiler: 3
Elder Stinglash: 3
Elder Venomwing: 4
Treasure: None
Alignment: Always neutral
Advancement: 6–9 HD (Large)
Level Adjustment: +0 (cohort)

Wind Serpent Elder wind serpents are exactly like regular wind serpents - only bigger. As wind serpents age, they get larger - but most of the so-called "elder" wind serpents to be found in the Barrens are merely members of a larger, hardier variety of wind serpent - not necessarily any older. They typically have bodies about 14 feet long, weighing around 150 pounds. Although elder wind serpents are large and strong enough to carry off some small creatures, they are not suitable as flying mounts. (An attempt to try such a thing would be painful for the wind serpent and the rider - and probably comical for any watching bystanders.)

COMBAT
Elder wind serpents are bolder and more aggressive than their lesser cousins - and are more likely to see a lone adventurer as potential food. They still typically look for lone targets or stragglers unless desperate - and if seriously threatened, a elder wind serpent can usually fly away.

ELDER WIND SERPENT TYPES
Elder wind serpent abilities vary according to type.

Elder Coiler ("Flying Hangman")
This creature gives truth to the legend of the "Flying Noose", as it simply swings down and throttles potential prey.

Constrict (Ex): On a successful grapple check, a deviate coiler deals 1d8+7 points of damage.

Improved Grab (Ex): To use this ability, an elder coiler must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Elder Stinglash
A "common" form of wind serpent, relatively speaking, that relies on a poisonous bite to weaken prey.

Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d6 Sta. The save DC is Stamina-based.

Elder Venomwing
A rarer form of wind serpent, these creatures are not only poisonous, but can spit venom at prey or enemies - thus freeing them from the need to come down to the ground to engage with most foes.

Poison (Ex): Injury or contact, Fortitude DC 17, initial and secondary damage 1d6 Sta. The save DC is Stamina-based.

Spit (Ex): An elder venomwing can spit its venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.


WIND SERPENT, CLOUD
  Thunderhawk Cloud Serpent
  Medium Magical Beast Large Magical Beast
Hit Dice: 3d10+3 (19 hp) 6d10+18 (51 hp)
Initiative: +5 +4
Speed: 20 ft. (4 squares), fly 60 ft. (average) 20 ft. (4 squares), fly 60 ft. (poor)
Armor Class: 17 (+6 natural), touch 11, flat-footed 16 19 (+8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +3/+4 +6/+12
Attack: Bite +4 melee (1d6+1) Bite +10/+5 melee (1d8+5)
Full Attack: Bite +4 melee (1d6+1 + 1d6 lightning) Bite +11/+6 melee (1d8+5 + 1d8 lightning)
Space/Reach: 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Lightning burst +4 (1d6 lightning) Lightning burst +7 (1d8 lightning)
Special Qualities: Darkvision 60 ft., low-light vision, scent, lightning resist 5 Darkvision 60 ft., low-light vision, scent, lightning resist 10
Saves: Fort +4, Ref +4, Will +4 Fort +7, Ref +4, Will +5
Abilities: Str 13, Agy 13, Sta 13, Int 1, Spt 12, Cha 14 Str 21, Agy 12, Sta 17, Int 1, Spt 12, Cha 14
Skills: Spot +3, Stealth +3 Spot +5, Stealth +4
Feats: Hover, Improved Initiative Hover, Improved Initiative, Dodge
Environment: Deserts, plains of Kalimdor (Barrens, Thousand Needles)
Organization: Solitary
Challenge Rating: 3 6
Treasure: None
Alignment: Always neutral
Advancement: 8–9 HD (Large)
Level Adjustment: +1 (cohort)

Wind Serpent Cloud serpents are a rare sort of wind serpent, possessing a magical ability to generate strong electrical charges across their wings, and then to release a lightning burst at an enemy. Appearance-wise, they are indistinguishable from wind serpents, save for a crackling blue glow to their eyes when agitated - and, of course, the distinctive sizzle of electrical energy when they attack.

Smaller (medium-sized) cloud serpents are referred to as "thunderhawks", typically 7 feet long and weighing 75 pounds. The larger cloud serpents - for which this variety of beast is named - grow to around 14 feet long, weighing about 150 pounds.

COMBAT
Cloud serpents are more easily agitated than their wind serpent counterparts - and perhaps a bit more bold, given their ability to blast enemies from a relative distance. They are very territorial, and will attack intruders on sight. If their ranged attacks appear to be ineffectual, or if they seem to be overwhelmed by enemies, they will flee at the first opportunity, rather than to carry on a losing battle. A cloud serpent will usually only close into melee range if its opponent is a flier, or is capable of hitting at range.

Lightning Bite: When a cloud serpent attacks as a full round action, it may add an additional amount of lightning damage (1d6 for thunderhawk, 1d8 for cloud serpent) to its normal bite damage, upon a successful hit.

Lightning Burst (Su): A cloud serpent can charge its body and release a burst of electrical energy at a grounded target up to 60 feet away as a full-round action. This is a ranged touch attack with no range increment. The cloud serpent must be airborne (and not in contact with the ground), while the target must be in contact with the ground (or water). The damage done depends on type (1d6 for thunderhawk, 1d8 for cloud serpent), and is of lightning type.

Lightning Resistance (Ex): A thunderhawk has lightning resist 5. A cloud serpent has lightning resist 10.


WIND SERPENT, GREATER
  Screecher Frostwing
  Large Magical Beast Large Magical Beast (Cold sub-type)
Hit Dice: 8d10+32 (76 hp) 9d10+36 (85 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 60 ft. (poor)
Armor Class: 19 (+8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +8/+14 +9/+15
Attack: Bite +12/+7 melee (1d8+5) Bite +13/+8 melee (1d8+5 + 1d8 cold + chill)
Full Attack: Bite +12/+7 melee (1d8+5) Bite +13/+8 melee (1d8+5 + 1d8 cold + chill)
Space/Reach: 10 ft./10 ft.
Special Attacks: Sonic burst +9 (1d8 sonic), thunderclap (3/day) Frost burst +10 (1d8 cold + chill), frost nova (1/day)
Special Qualities: Darkvision 60 ft., low-light vision, scent, sonic resist 10 Darkvision 60 ft., low-light vision, scent, cold resist 10, fire vulnerability
Saves: Fort +8, Ref +5, Will +6
Abilities: Str 21, Agy 12, Sta 18, Int 1, Spt 12, Cha 14
Skills: Spot +6, Stealth +5 Spot +7, Stealth +5
Feats: Hover, Improved Initiative, Dodge Hover, Improved Initiative, Dodge, Flyby Attack
Environment: Forest (Feralas) Jungle (Stranglethorn Vale)
Organization: Solitary
Challenge Rating: 8 9
Treasure: None
Alignment: Always neutral
Advancement: 9 HD (Large), 10-16 HD (Huge)
Level Adjustment: +1 (cohort) +2 (cohort)

Wind Serpent Some of the rarest forms of "cloud serpents" have magical abilities that have gone into elements other than that of storms and lightning. For instance, the Rogue Vale Screechers of Feralas let out terrible screams that shatter eardrums and glass - and sometimes even make metal crack. And the legendary Hakkari Frostwings, found in the vicinity of ancient troll temple ruins in Stranglethorn Vale, can sap the heat from their surroundings, surprising their victims with bolts of frost even in the middle of the steamy jungle.

Appearance-wise, these varieties of cloud serpents are similar to that of their "lesser" cousins, though each variety has its own distinctive plumage and scale colors. They typically grow to around 14 feet long, weighing about 150 pounds.

COMBAT
Screechers and frostwings rely heavily on their ranged attacks in combat, only closing when it seems that keeping distance is not an advantage. (I.e., when their enemies have ranged weapons, can fly, or are able to find effective cover.) Frostwings are the boldest of the magical wind serpents, having perfected "hit-and-run" attacks with their terrible fangs and cold breath - able to fly in, bite and freeze enemies before flying off again.

Screecher
Sonic Burst (Su): A screecher's scream acts as a focused burst of sonic energy at a target up to 60 feet away as a full-round action. This is a ranged touch attack with no range increment, and may be negated by silence type effects on the screecher or area of effect. A successful hit inflicts 1d8 sonic damage.

Thunderclap (Su):Three times a day, a screecher can let out a terrible shriek that acts as the thunderclap spell as if cast by a spellcaster with a level equal to its hit dice (8). All within a 20-ft burst around the screecher (except for itself) must make a Fortitude save (DC 14), or take 2d8 points of sonic damage; any who take damage from this are also slowed (as if chilled) for 1 full round.

Sonic Resistance (Ex): A screecher has sonic resistance 10.

Frostwing
Frost Bite: A frostwing's bite deals an additional 1d8 cold damage; any target that takes at least 1 point of cold damage from this attack is chilled for 1 full round.

Frost Burst (Su): A frostwing can drain heat away from a target up to 60 feet away as a full-round action. This is a ranged touch attack with no range increment. A successful hit inflicts 1d8 cold damage, and if the target takes any damage from this attack, it is chilled for 1 full round.

Frost Nova (Su): A frostwing can breathe out a terrible cold blast once a day that acts as the spell frost nova, as if cast by a spellcaster with a level equal to its hit dice (9). All within a 10-ft. radius spread around a target point up to 35 ft. away from the frostwing are subject to 9d6 points of cold damage (Reflex save DC 15 half). Unattended objects also take this damage. Creatures that take damage from the frost nova must succeed at a Fortitude save or be chilled for 1d4 rounds.


Couatl - Imp - Snap Dragon - Succubus - Unicorn - Wind Serpent

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