Windghost

Huge Aberration
Hit Dice: 18d8+72 (153 hp)
Initiative: +10
Speed: Fly 30 ft. (6 squares) (good)
Armor Class: 21 (–⁠2 size, +6 Dex, +7 natural), touch 14, flat-footed 15
Base Attack/Grapple: +13/+30
Attack: Bite +21 melee (2d8+13)
Full Attack: Bite +21 melee (2d8+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Darkvision 60 ft., improved grab, spell-like abilities, swallow whole, windsong
Special Qualities: Fast healing 3, flight, immunities, spell resistance 25, true seeing
Saves: Fort +10, Ref +14, Will +13
Abilities: Str 28, Dex 23, Con 18, Int 15, Wis 14, Cha 19
Skills: Hide +19, Knowledge (arcana) +23, Listen +25, Spot +25
Feats: Alertness, Combat Reflexes, Flyby Attack, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Weapon Focus (bite)
Environment: Any temperate or warm
Organization: Solitary, pair, brood (3–5), or swarm (6–10)
Challenge Rating: 15
Treasure: None
Alignment: Usually lawful
Advancement: 19–32 HD (Huge); 33–54 HD (Gargantuan)
Level Adjustment:

Mysterious observers that float casually through the skies, windghosts are unfathomable creatures that inspire curiousity, puzzlement, and sometimes fear.

The body of a windghost is conical. From top to base, it measures 24 feet. At its base is a gaping, circular mouth, 8 feet across and lined with rows of teeth. Its body tapers up to a rounded cap. A windghost’s rough and mottled hide is purplish gray in color, and it has milk-white eyes. The windghost has two 20-foot tentacles dangling from either side of its base. These appendages primarily serve to carry items. A windghost’s body and eyes sparkle with ripples of blue and violet light. This light is strong enough to illuminate the creature’s form but makes it apppear ghostly, hence its name.

Windghosts may appear frightening, but they are not aggressive creatures. Nonetheless, their unexpected arrivals and strange appearance often lead to unprovoked attacks from frightened ground-dwellers.

Windghosts speak Auran.

Combat

Windghosts never attack without provocation. When threatened, they surround themselves with magical protections before swooping down to physically attack. If facing overpowering opponents, windghosts flee, flying straight up until they are out of sight.

Flight (Ex): A windghost is naturally buoyant and can fly (as the spell) as a free action at a speed of 30 feet.

Immunities (Ex): Windghosts are immune to air and mind-affecting effects.

Improved Grab (Ex): If a windghost hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +30). If it gets a hold, it can try to swallow in the next round. Alternatively, the windghost has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (–⁠20 penalty on grapple check, but the windghost is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.

Spell-Like Abilities: At will⁠—​antimagic field, dispel magic, spell turning. Caster level 16th; save DC 14 + spell level.

Swallow Whole (Ex): A windghost can swallow a single creature that is at least two size categories smaller than itself by making a successful grapple check (grapple bonus +30), provided it already has that opponent in its mouth (see Improved Grab, above). Once inside the windghost, the opponent takes 1d8+4 points of bludgeoning damage and 1d6+2 points of acid damage per round from the monster’s stomach. See Swallow Whole for escape methods and other information. A Huge windghost’s stomach has 25 hit points and an AC of 13. It can hold 1 Medium-size, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.

True Seeing (Su): A windghost sees all things as if affected by true seeing (arcane version).

Windsong (Su): Two or more windghosts within 90 feet of each other can emit a harmonizing sonic drone that throws off the equilibrium of any creature that hears it. The sound causes any creature within 120 feet (except windghosts ) that fails a Will save (DC 23) to take a –⁠6 circumstance penalty on Concentration checks, a –⁠8 penalty to Dexterity, and move at half normal speed. These penalties remain as long as the windghosts continue to sing. A successful save renders a creature immune to that particular pair of windghosts’ windsong for 24 hours. Windghosts can end a windsong at will.

Source: Monster Manual II, page 198. 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. Removed the “enhancement” adjective from the windsong’s Dexterity penalty as penalties in version 3.5 are always untyped.