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Air weirds were elemental weirds renowned for their power as diviners in matters related to journeying, by offering directions to paths unknown and what was needed to survive such undertakings.[2][4]

Description[]

The upper half of an air weird typically appeared like a beautiful, translucent, female humanoid with deep blue eyes and windblown hair, while the lower half appeared like a column of fog rising from a pool. Like all weirds, the air weird was bound to a pool from which it could not move more than 10 feet (3 meters) away, and was actually a portal back to its home plane that would disappear should the air weird either flee back though it or be destroyed. These pools appeared as holes filled with billowing mist.[3][5]

Personality[]

Air weirds were highly intelligent creatures, parsing out helpful divinations in return for either tribute or the undertaking of quests important to the weird.[6] The tribute would often be objects from places far away, either in time or place, such as a rock from a mountain that no longer existed or a gear from a laboratory located on another plane of existence.[4]

They would phrase their divinations more directly than the other elemental weirds, as for them the world was as a compass with many choices, each leading to its own possible outcome.[4]

Combat[]

The air weirds would try to prevent combat, but if forced to fight they would summon air elementals. Thrice per day they could summon either an elder elemental, two greater elementals, or two to four huge elementals. Likewise, any nearby elemental was at risk of being subjugated by the weird's power. So total was the weird's hold on other elementals that they would fight to destruction even against those whom they had been summoned by. They were also capable of casting spells, both arcane and divine, from the air and travel domains. If all seemed lost, the air weird would retreat back through its pool to the Elemental Plane of Air.[7]

Society[]

Homelands[]

Air weirds were native to the Elemental Plane of Air.[4]

On Toril, water weirds were occasionally found in the harsh lands of the Frozenfar.[8]

Relationships[]

All elemental weirds were closely bound to each other, and should the air weird be unable to answer a supplicant, they would direct them to another type weird who could.[9]

On the Elemental Plane of Air many air weirds worked for Chan, watching her realm for trouble.[10]

Appendix[]

Gallery[]

Appearances[]

Organized Play & Licensed Adventures

References[]

  1. The GM Tim (2020). Divining Evil (DDAL10-03) (PDF). D&D Adventurers League: Plague of Ancients (Wizards of the Coast), p. 20.
  2. 2.0 2.1 2.2 Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). Monster Manual II 3rd edition. (TSR, Inc), pp. 91–92. ISBN 07-8692-873-5.
  3. 3.0 3.1 Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). Monster Manual II 3rd edition. (TSR, Inc), pp. 90–93. ISBN 07-8692-873-5.
  4. 4.0 4.1 4.2 4.3 Michael Trice (September 2006). “The Ecology of the Elemental Weird”. In Erik Mona ed. Dragon #347 (Paizo Publishing, LLC), p. 68.
  5. Michael Trice (September 2006). “The Ecology of the Elemental Weird”. In Erik Mona ed. Dragon #347 (Paizo Publishing, LLC), p. 67.
  6. Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). Monster Manual II 3rd edition. (TSR, Inc), p. 90. ISBN 07-8692-873-5.
  7. Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). Monster Manual II 3rd edition. (TSR, Inc), pp. 90, 92. ISBN 07-8692-873-5.
  8. The GM Tim (2020). Divining Evil (DDAL10-03) (PDF). D&D Adventurers League: Plague of Ancients (Wizards of the Coast), p. 23.
  9. Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). Monster Manual II 3rd edition. (TSR, Inc), p. 93. ISBN 07-8692-873-5.
  10. Eric Jansing and Kevin Baase (March 2007). “Princes of Elemental Good: The Archomentals, Part II”. In Erik Mona ed. Dragon #353 (Paizo Publishing, LLC), p. 47.