Ragewind

Large Undead
Hit Dice: 31d12 (201 hp)
Initiative: +5
Speed: Fly 120 ft. (perfect)
Armor Class: 22 (–⁠1 size, +5 Dex, +8 deflection), touch 22, flatfooted 17
Base Attack/Grapple: +15/+22
Attack: Longsword +17 melee (1d8+3/19–20)
Full Attack: 6 longswords +17/+12/+7 melee (1d8+3/19–20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blade fury, whirlwind
Special Qualities: Damage reduction 15/magic, darkvision 60 ft., invisibility, see invisibility, spell resistance 30, superior multiweapon fighting, undead traits, weapon proficiency
Saves: Fort +10, Ref +15, Will +18
Abilities: Str 17, Dex 20, Con —, Int 13, Wis 13, Cha 12
Skills: Balance +7, Hide +35, Jump +5, Listen +39, Search +35, Spot +39, Tumble +39
Feats: Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Improved Disarm, Improved Trip, Mobility, Power Attack, Spring Attack, Whirlwind Attack
Environment: Any land and underground
Organization: Solitary, pair, or cluster (3–5)
Challenge Rating: 19
Treasure: None (but see below)
Alignment: Usually chaotic evil
Advancement: 32–48 HD (Large); 49–64 HD (Huge)
Level Adjustment:

Also called sword spirits, ragewinds are the embodied wrath of dead warriors who perished in useless battles. They are usually found in the most volatile and violent of the Outer Planes, but a few sometimes escape to wander the Material Plane as well. On rare occasions, ragewinds form on the Material Plane at the sites of massive battles with heavy casualties.

A ragewind normally appears as a churning whirlwind, within which dozens of suspended weapons dance and clash. Its true form is a vaguely humanoid, semisolid cloud of white or gray fog. It has no treasure other than the weapons it carries.

A ragewind can speak Common in a shrill voice that sounds like the howling of an autumn wind, but it seldom bothers to do so.

Combat

Though longswords are specified in the statistics given above, a ragewind may incorporate and utilize any sort of melee weapon, as long as each is at least one size category smaller than the monster. Some of these weapons may have magical properties, at the DM’s option. No matter how many weapons are incorporated into the ragewind’s form, it can bring no more than six of them to bear at a time.

A ragewind attacks with the weapons that are held aloft in its swirling winds. Each of these weapons functions independently, as though wielded by a different individual. The ragewind delights in disarming its opponents and using their own weapons against them. If overmatched, it uses its invisibility to escape.

Blade Fury (Su): Three times per day, a ragewind can expand itself outward into a 15-foot-radius spread, filling that entire space with its whirling weapons. This attack deals 20d6 points of slashing damage to every creature within that area (Reflex DC 26 half). Immediately after this attack, the ragewind reverts to its normal size and shape. Once it has used its blade fury attack, it must wait 1d4+1 rounds before it can do so again. A ragewind cannot benefit from both blade fury and whirlwind at the same time.

Whirlwind (Su): A ragewind can intensify the swirling air that composes its usual form to the strength of a whirlwind as a free action. When it does so, it transforms into a whirling mass of air and weapons 5 feet wide and 20 feet high. Each creature that is at least two size categories smaller than the ragewind and in contact with it must succeed at a Reflex save (DC 26) or take 3d6 points of damage. Whether or not this save is successful, an affected creature must immediately make a second Reflex save against the same DC. Failure indicates that the affected creature is picked up by the winds and takes an additional 1d8 points of damage that round and each round thereafter that it remains suspended in the winds. (The ragewind may also direct weapon attacks at creatures caught within its whirlwind if desired, though it gains no special bonuses for doing so.) A flying creature may leave the whirlwind with a successful Reflex save, though it still takes damage for the round in which it does so.

A ragewind may also cause its whirlwind to touch the ground, kicking up a swirling cloud of debris with a 10-foot radius. This cloud obscures all vision, including darkvision, beyond 5 feet. Creatures at a distance of 5 feet have one-half concealment, and those farther away have total concealment. A creature caught in this dust cloud must succeed at a Concentration check (DC 20) to cast a spell.

Invisibility (Su): At will, a ragewind can suppress its whirlwind to become invisible. This ability otherwise functions like the invisibility spell (caster level 20th).

See Invisibility (Su): This ability functions like the see invisibility spell (caster level 20th), except that it is always active.

Superior Multiweapon Fighting (Ex): A ragewind fights with six weapons at once. Because the creature is an amalgam of many dead warriors, a separate intelligence controls each weapon. Thus, the ragewind has no penalty on attack rolls for attacking with multiple weapons, and the number of attacks and the damage bonus for each weapon are calculated as though the weapon were held in a primary hand.

Weapon Proficiency: A ragewind is proficient with all simple and martial weapons.

Source: Monster Manual II, page 173. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.