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Anemoi

Walter Crane (1845-1915) Title: Neptuns Pferde Date1893, Anemoi
Walter Crane (1845-1915) Title: Neptuns Pferde Date1893

The wind, just a breeze moments ago, suddenly grows into a howling gale. A pale shape blows by at blinding speed. It slows and settles to the ground before you, and you can clearly see it: a powerful white stallion with intelligent eyes.

An Anemoi is a creature of the winds, and each one associates with a particular type of wind. Examples include hot sandstorm winds, cool spring breezes, and warm autumn gales. Anemois like to wander from place to place, usually adjusting the local weather to suite their preferences. Some (those inclined toward law) try to make sure that areas get an amount of their type of wind that is most appropriate for the preservation of nature in the area. Others (those inclined toward chaos) simply go where their hearts take them, trusting that their instincts will take them where they ought to be. Anemois only form large groups when they mate, and they mate only rarely. When a pair has mated, they remain together until a colt is produced and matures. As soon as the two become a pair, any Anemoi which happens upon them will join them to protect them and their young. The group disbands entirely, including the central family, as soon as the colt reaches maturity. Sometimes a herd will contain more than one mated pair; in this case, the group will not disburse until all colts produced reach maturity. It is extremely rare for a herd to last multiple generations. Anemois have strong sex drives; they are known for their rare but powerful lust. Every decade or so, an Anemoi will enter heat and often becomes involved with mortals or other fey if it cannot locate another Anemoi. Anemoi, like all fey, can mate with any mortals or fey – unlike other fey, however, Anemois can also mate with most air elemental creatures, and can even procreate with air elementals when they are in cloud form. A Anemoi looks like a light-colored stallion whose hair seems to blow in the wind even when there isn’t any. The specific nature of the horse varies with the type of wind it is associated with. For example, a spring breeze Anemoi is typically lean and tinged green, while a gale Anemoi is usually tinged grey and powerfully built.

Originally Posted by MythMage of the Dicefreaks forums.
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The Anemoi are wind fey who are each ascribed a direction, from which their respective winds come, and are associated with various seasons and weather conditions. They are horses kept in the stables of the storm god Aeolus, who provided Odysseus with the Anemoi in the Odyssey. Astraeus, the astrological deity sometimes associated with Aeolus, and Eos, the goddess of the dawn, were the parents of the Anemoi.

Of the four chief Anemoi, Boreas is the north wind and bringer of cold winter air, Notus is the south wind and bringer of the storms of late summer and autumn, and Zephyr is the west wind and bringer of light spring and early summer breezes; Eurus, the east wind, was not associated with any of the three Greek seasons, and is the only one of these four Anemoi not mentioned in Hesiod’s Theogony or in the Orphic Hymns. Four lesser Anemoi represent the northeast, southeast, northwest, and southwest winds.

Anemoi
lesser
Large
fey (Air)
Hit Dice12d6+60 (102 hp)
Initiative+9
Speed80 ft., Fly 80 ft. (average)
Armor
Class
25 (-1 size, +9 Dexterity, +7 natural), touch 18, flat-footed 16
Base Attack/Grapple+6/+16
AttackHoof +16 melee (1d6+6)
Full Attack2 hooves +16 melee (1d6+6) and bite +10 melee (1d8+3)
Space/Reach10 ft./5 ft.
Special
Attacks
Breath weapon, control winds
Special
Qualities
air walk, cloak of wind, damage reduction 10/cold iron, immunity to electricity, Low-Light Vision, Scent, wind mastery, wind walk
SavesFort +10, Ref +17, Will +14
AbilitiesStrength 23, Dexterity 28, Constitution 22, Intelligence 13, Wisdom 22, Charisma 23
SkillsBalance +11, Intimidate +21, Jump +28, Knowledge (nature) +18, Listen +21, Sense Motive +21, Spot +21, Survival +21 (+23 in aboveground natural environments), Tumble +24
FeatsAbility Focus (breath weapon), Flyby Attack, Improved Flyby Attack, Weapon Finesse, Weapon Focus (hoof)
EnvironmentAny land
OrganizationSolitary, pair, or herd (4-20 with 1d3 noncombatant young)
Challenge
Rating
12
TreasureNone
AlignmentOften neutral
Advancement13-24 HD (Large); 25-36 HD (Huge)
Level
Adjustment
+8

Combat

A lone Anemoi that is attacked will generally retaliate fiercely. A Anemoi begins combat by activating its cloak of winds at maximum strength and then using control winds to create a cyclone around its position out to maximum range. Once it is protected by powerful winds, the Anemoi will begin to make Flyby Attacks and rain down on its enemies with its breath weapon. If a Anemoi is severely weakened, it will begin to wind walk and use its cloak of winds to accelerate its flight (tornado-force winds will blow the zephyr away at 1,750 feet per round, hurricane-force winds will blow at 750 feet per round, and windstorm-force winds will blow at 500 feet per round).

If a Anemoi herd is attacked, the parents will keep the young in between them, and will create a downdraft to blow enemies coming from all directions away from them. The rest of the herd will address enemies directly, attempting to blow transgressors far away, or, failing that, kill them quickly with breath weapons.

  • air walk (Su) A Anemoi can always choose to walk on air as if with air walk (caster level 20th).
  • Breath Weapon (Su) 60-foot cone, once every 1d4 rounds, effect varies, save DC 24. The save DC is Constitution based, and includes a +2 bonus from Ability Focus. Each Anemoi has only one breath weapon, which is dependent upon the sort of wind the Anemoi associates with. Any duration or damage is Hit Dice-based.
  • Blasting (gale) Tornado-force winds blow away from the zephyr for 1 round. Fortitude negates.
  • Calming (summer breeze) Unconscious for 12 minutes. Will negates.
  • Cold (blizzard) 12d6 points of cold damage. Reflex half.
  • Cutting (sandstorm) 12d6 points of slashing damage from flaying grit. Reflex half.
  • Deluge (heavy rain, sleet) Blast of water deals 12d4 points of bludgeoning damage. Reflex half. Water effectively bull rushes all creatures in the area away from the zephyr using the zephyr’s statistics. Fire creatures suffer 50% more damage from this effect.
  • Dust (sirocco, sandstorm) 12d4 points of desiccation damage. Fortitude half.
  • Electric (thunderstorm) 12d6 points of electricity damage. Reflex half.
  • Howling (thunderstorm, gale) 12d4 points of sonic damage. Reflex half.
  • Searing (firestorm) 12d6 points of fire damage. Reflex half.
  • Cloak of Wind (Su) A Anemoi exerts considerable control over the wind directly around its body, affecting a 5-foot radius sphere. Within this sphere, the zephyr can alter the behavior of wind as a free action, replicating the effects of control winds (DC 24, caster level 12th). The wind inside the cloak is unaffected by other winds the Anemoi may have caused or manipulated. These effects cease if the Anemoi loses consciousness. The save DC is Charisma-based, and includes a +2 racial bonus.

A Anemoi flies by commanding the wind very near its body to propel and support it. If the Anemoi is knocked unconscious, winds automatically slow its fall as if with Feather fall. A Anemoi cannot run while flying.

control winds (Su) A Anemoi can replicate the effects of a control winds spell (DC 22, caster level 12th) as a move action. The effect ceases immediately if the Anemoi loses consciousness. The save DC is Charisma-based.

Wind Mastery (Ex) Airborne creatures take a -1 penalty on attacks and damage rolls against a Anemoi. A Anemoi automatically succeeds on saving throws to resist the effects of high wind. A zephyr is not blown around by wind even while air walking or wind walking unless it chooses to be.

wind walk (Su) A Anemoi constantly benefits from an effect similar to a wind walk spell (caster level 20th), having the ability to assume a cloudlike form. The Anemoi takes only a move action, rather than 5 rounds, to shift to or from mist form. While in mist form, the zephyr can’t use its natural armor bonus, hoof attacks, or land speed. It is 80% likely to be mistaken for a cloud or similar substance if it is the right color. It gains damage reduction 10/magic and immunity to poison and critical hits. It is subject to being blown around by wind (at a speed equal to that of the wind; multiply a speed in mph by 10 to get the distance the wind walking Anemoi is blown in a round) unless it chooses not to. It may use this ability in conjunction with controling the wind for great tactical effect. It gains two new fly speeds: 10 ft. (perfect) and 300 ft. (poor). It loses most supernatural abilities (such as its damage reduction and breath weapon), but retains its cloak of winds and its ability to control winds. If a Anemoi loses consciousness while wind walking, it reverts to its physical form.

A Anemoi can affect up to one other creature with this ability by touching that creature while shifting to mist form, but the creature loses the effect the instant it ceases to touch the Anemoi and cannot end the effect without ceasing to touch the Anemoi. The effect also ends for the recipient if it ends for the Anemoi, though the reverse is not true. A touched creature may resist the effect with a Will save (DC 22). The save DC is Charisma-based.

Tempest Stampede (Mob of Anemois)

Tempest
Stampede (Mob of Anemois)
Gargantuan fey (Air, Mob of Large fey)
Hit Dice30d6+180 (285 hp
Initiative+0
Speed70 ft., fly 70 ft. (average)
Armor
Class
22 (-4 size, +9 Dexterity, +7 natural), touch 15, flat-footed 13
Base Attack/Grapple+15/+33
AttackMob (5d6)
Full AttackMob (5d6)
Space/Reach20 ft./0 ft.
Special AttacksExpert grappler, trample 2d6+9
Special Qualitiesair walk, cloak of wind, damage reduction 10/cold iron, immunity to electricity, Low-Light Vision, mob anatomy, Scent, wind mastery
SavesFort +15, Ref +26, Will +17
AbilitiesStrength 23, Dexterity 28, Constitution 22, Intelligence 10, Wisdom 10, Charisma 10
SkillsBalance +11, Intimidate +15, Jump +28, Knowledge (nature) +17, Listen +15, Sense Motive +15, Spot +15, Survival +15 (+17 in aboveground natural environments), Tumble +24
FeatsAbility Focus (breath weapon), Flyby Attack, Improved Bull Rush (B), Improved Flyby Attack, Improved Overrun (B), Weapon Finesse, Weapon Focus (hoof)
EnvironmentAny land
OrganizationHerd (1-2  with 2 Tempest Stampede (Mob of Anemois) and 1d3 noncombatant young)
Challenge Rating14
TreasureNone
AlignmentOften  neutral
AdvancementNone
Level Adjustment

You quickly recognize what at first sounds like thunder as the pounding of hooves. However, the sound is coming from above, not below. Soon, a stormwind whips down from the clouds overhead and a funnel shape descends with it. Then, the cloud is ripped away by the wind, revealing a swirling mass of equine features. It is a flying stampede, a dozen furious horses descending toward you in the howling winds of a tornado.

A tempest stampede forms only to defend Anemoi young and only if those defenders are outraged, such as if they see the young hurt.

COMBAT

If a Anemoi herd is attacked, the parents will keep the young in between them, and will create a downdraft to blow enemies coming from all directions away from them.

air walk (Su) A Anemoi can always choose to walk on air as if with air walk (caster level 20th).

Cloak of Wind (Su) The cloak of winds of all of the Anemois in a tempest stampede merge together into a single great cyclonic vortex 15 feet in diameter. Within this sphere, the wind is a circling pattern of tornado force, replicating the effects of control winds (DC 27, caster level 30th). These effects cease if the tempest stampede dispurses. The save DC is Charisma-based, and includes a +2 racial bonus.

A Anemoi flies by commanding the wind very near its body to propel and support it. If the Anemoi is knocked unconscious, winds automatically slow its fall as if with Feather fall. A Anemoi cannot run while flying.

Expert Grappler (Ex) A mob can maintain a grapple without penalty and still make attacks against other targets. A mob is never considered flat-footed while grappling.

Mob Anatomy (Ex) A mob has no clear front or back and no discernable anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed.

A tempest stampede is made up of twelve Anemoi, which can be targeted normally by individually targeted spells and effects. For each member of the mob that is killed, disabled, or otherwise incapacitated, the tempest stampede suffers two negative levels. Because these negative levels do not result from negative energy, they cannot be prevented and cannot be removed by normal means, though they also cannot result in actual level loss. A mob takes half-again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and fireball or cone of cold spells.

If a mob is dispersed by lethal damage, 30% of the members end up dead, 30% end up at 0 hit points, and 40% escape relatively unscathed.

Trample (Ex) Reflex half DC 31. The save DC is Strength-based.

Wind Mastery (Ex) Airborne creatures take a -1 penalty on attacks and damage rolls against a zephyr. A Anemoi automatically succeeds on saving throws to resist the effects of high wind. A Anemoi is not blown around by wind even while air walking or wind walking unless it chooses to be.

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