Skriaxit

Packs of malevolent, sand-bodied air spirits whose combined storm flays flesh from bone and smothers magic, waking every century to revel in ruin.

Setting: Forgotten Realms · Sources: FR10 Old Empires

Overview

Called blackstorms or living sandstorms, skriaxits are the most dreaded beings of a great eastern desert. Long ago, when the old gods there were overthrown by mortal lords who later became the god-kings of an old desert kingdom, the fallen gods called up these spirits of vengeance to finish off whatever the war had spared. The god-kings eventually fled, and the spirits claimed the wasteland, each pack rousing once a century to rampage against everything in its way.

Each is a clever, powerful air elemental that spins the desert's sand and dust into a body 10 feet tall. Besides the air elementals' language they have their own, a shrill, howling speech that terrifies most humans.

Combat

A pack travels on a great whirling vortex. One to six together move at 12, seven to 12 at 18, and 13 or more at 24. Their passage raises a sandstorm 200 yards in radius, and anyone inside suffers 1 point each round per skriaxit present, so a pack of 12 deals 12 points a round and can strip a human to bone in minutes. Throughout the storm the pack acts as a continuous dispel magic at 16th level.

Each skriaxit can also whip its winds into a razor lash for 2d10 points. Though they originally came from the Elemental Plane of Air at the gods' summons, they now count the Prime Material Plane as home and cannot be dispelled. No known magic can control them, but wards against air elementals do work.

Habitat and Society

Brilliant and utterly evil, skriaxits feed on terror and destruction. Once they have wrought enough havoc they sleep for 1d3 centuries, withdrawn so completely from existence that not even gods can reach them, waking only when hunger returns. They see humans, demihumans and humanoids as toys, treating them with the idle cruelty of a child tormenting a fly. Hatred and fear are foreign to them; ruin is simply their pleasure. A bargaining human may entertain them for a while, but no mortal has anything they want. What sustains them is the sense of superiority that killing gives them.

The Great Skriax

The pack's ruler is the Great Skriax, the most evil of them all. With 24+24 Hit Dice, it adds +4 to every attack and damage roll.

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Statistics

Climate/TerrainSubtropical/Desert
FrequencyVery rare
OrganizationPack
Activity CycleAny
DietDestruction
IntelligenceExceptional (15-16)
TreasureNil
AlignmentNeutral evil
No. Appearing3-18
Armor Class-5
Movement12, 18, or 24 (see below)
Hit Dice16+16
THAC05
No. of Attacks2
Damage/Attack2-20/2-20
Special AttacksSandstorm, dispel magic
Special Defenses+2 or better weapon to hit, immune to slow, acid, fire, lightning
Magic Resistance50%
SizeL (10' tall)
MoraleFanatic (17-18)
XP Value16+16 HD: 16,000
24+24 HD: 24,000