Size:
Type:
± Elemental
Form:
Temper:
# App:
± 1d4, Wild 2d3, Lair 1d4
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 30'
Climb/Arboreal:
Flight:
± 60'
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Special
Nearly Transparent
Hard to spot, surprising on 1-4 on 1d6.
Special
Surrounding Winds
All creatures within 20 feet must save vs. Petrify or be pushed 1d6×10 feet away. Those who succeed are reduced to half movement.
Special
Missile Deflection
Powerful wind deflects missile weapons in a fashion nearly identical to the spell protection from normal missiles.
Special
Languages
Can speak the language of the Element of Air, and many also know Elvish, Common, or Dragon.
Offense
2 claws
Circumstance: Combat
1d6 claw, 1d8 bite
Offense
1 bite
Circumstance: Combat
1d6 claw, 1d8 bite
Environments
planar
Giant winged lizard from the Element of Air, nearly transparent and surrounded by strong winds
Wind Salamanders come from the Element of Air. A wind salamander looks like a giant winged lizard, similar to a dragon but more sleek. It is nearly transparent, making them hard to spot and surprising on 1-4 on 1d6.
A wind salamander is constantly surrounded by strong winds, and all creatures within 20 feet must save vs. Petrify or be pushed 1d6×10 feet away. Those who succeed at this saving throw are reduced to half movement. This powerful wind deflects missile weapons in a fashion nearly identical to the spell **protection from normal missiles**.
Wind salamanders are intelligent and can speak the language of the Element of Air, and many will also know Elvish, Common, or Dragon.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Giant winged lizard from the Element of Air, nearly transparent and surrounded by strong winds
Wind Salamanders come from the Element of Air. A wind salamander looks like a giant winged lizard, similar to a dragon but more sleek. It is nearly transparent, making them hard to spot and surprising on 1-4 on 1d6.
A wind salamander is constantly surrounded by strong winds, and all creatures within 20 feet must save vs. Petrify or be pushed 1d6×10 feet away. Those who succeed at this saving throw are reduced to half movement. This powerful wind deflects missile weapons in a fashion nearly identical to the spell **protection from normal missiles**.
Wind salamanders are intelligent and can speak the language of the Element of Air, and many will also know Elvish, Common, or Dragon.
Basic Fantasy Field Guide Omnibus