Climate/Terrain: Clouds, fog
Frequency: Very Rare
Organization: Solitary
Activity Cycle: All
Diet: Snow
Intelligence: Very Intelligent (11-12)
Treasure: V (D)
Alignment: Neutral
No. Appearing: 1-4
Armor Class: 0
Movement: 13 (25 fly)
Hit Dice: 7
Thac0: 13
Number of Attacks: 2
Damage/Attack: d10/d10
Special Attacks: Whirlwind
Special Defenses: Half damage non-bludgeoning weapons
Magic Resistance: 30%
Size: M
Morale: Champion (16)
XP Value: 3000
Combat: Cloud Knights fight with a magic halberd. The haft is made of ice and the blades are made of sharp air and are invisible. The weapon may appear to be a long quarter staff, at least until the Knight starts hacking with it.
The Cloud Knight can make a whirlwind, twice a day that lifts up enemies and holds them in its windy grip, 30 feet above the ground, bobbing up and down and back and forth with the movement of the air. Victims must save vs. breath weapon or be captured. The only way to rescue a captured person is to slash at the whirlwind, it has 40 hp and an AC of 0, and once the wind is slain the victim takes normal falling damage. A captured person can not attack the whirlwind. The whirlwinds are slightly intelligent and follow the spoken commands of the Cloud Knight.
Habitat/Society: Cloud Knights spend their time patrolling the skies of the Silver Lands. Some help guard the Crystal City. They have no need of mounts for transportation, they can fly well. On foggy days when the clouds descend to the earth they may wander in the wilderness, or possibly back alleys of city, simply watching. Cloud Knights do not all work together, if a disagreement occurs between them they will fight it out, but this is rare. Cloud Knights will fight evil creatures they meet in the clouds such as evil dragons, wyverns, harpies, etc. These knights store their treasure in the snows at the top of remote mountains.
Ecology: When they infrequently become hungry, Cloud Knights eat the snow in clouds or the snow from mountains.