Sakina

Invisible, whimsical air sprites of the desert lands who dine on scents, ferry friends across the sky, and send enemies drifting helplessly away on the wind.

Setting: Al-Qadim · Sources: MC13 Al-Qadim Appendix

Appearance

Sakina are fey spirits of the wind; despite this they are not elementals and have no link to the elemental planes. They are normally invisible and gain every benefit of invisibility, including a -4 bonus to Armor Class. By gathering moisture from the air into their bodies they can become partly visible as a man-shaped wisp of cloud. Their blinding speed gives a natural AC 0 (-4 while unseen). They have their own language, and 60% also speak the common trade tongue of the desert lands.

Combat

A sakina's basic attack is a blast of compressed air for 3d6 damage; the target must pass a Dexterity check or be hurled backward and automatically lose initiative next round.

Three times a day it can make up to seven creatures of 700 pounds or less weightless for up to 7 turns, much like ride the wind; each victim may save vs. magic to resist. Affected beings float up and are carried along at the wind's speed and heading, unable to stop unless they grab something fixed like a branch or ledge. The sakina controls only their altitude, raising or lowering them up to 120 feet per round, and when the effect ends they fall for 1d6 per 10 feet. It uses this to rescue or help friends on the ground, to scatter foes, or just for fun.

Three times a day it can also cast control winds as a 14th-level priest, often paired with the floating power. A sakina can carry one human-sized rider at full speed without tiring, up to 300 miles a day. It has 50% magic resistance and only magical weapons can harm it.

Habitat and Society

Sakina wander the open sky alone, with no lairs or treasure. They feed on smells: a roast pheasant's aroma, a rose's perfume, or fragrant oils nourish them fully. Wind mages know a ritual to attract one, burning costly incense and spices such as saffron, myrrh, cloves, cinnamon, and rose oil in a brazier, at 100 to 400 gp of components per day. Usually within 1d4+1 days a sakina comes to feast. Approached politely as it finishes, it will normally agree to fly the summoner somewhere a few days' travel away, but it almost never joins a long journey; these chaotic sprites lose interest in plans and friends quickly.

Ecology

Helpful but fickle, sakina are friendly toward all nonevil fliers, especially djinn and simurghs, and are devoted allies of the buraq, answering their calls instantly. A sakina's whisper can be the key component for some flight-related magic items, and its essence can be brewed into a potion of flying.

More: Monsters starting with S · Al-Qadim monsters · All monsters A-Z

Statistics

Climate/TerrainAny
FrequencyVery rare
OrganizationSolitary
Activity CycleAny
DietSpecial
IntelligenceHigh (13-14)
TreasureNil
AlignmentChaotic good
No. Appearing1
Armor Class0, -4 when invisible
MovementFl 48 (A)
Hit Dice7+7
THAC013
No. of Attacks1
Damage/Attack3-18
Special AttacksSee below
Special DefensesInvisibility, +1 or better weapons to hit.
Magic Resistance50%
SizeM (5-6' tall)
MoraleChampion (16)
XP Value5,000