http://translate.google.com/translate?hl=en&sl=pl&u=http://pl.wikipedia.org/wiki/P%C5%82anetnik&prev=/search%3Fq%3Dplanetnik%26client%3Dfirefox-a%26hs%3DPV1%26rls%3Dorg.mozilla:en-US:official%26channel%3Dfflbhttp://czarnaarcher.deviantart.com/art/Planetnik-182961617?comments_view=3&offset=10http://fuckyeahstrangemythology.tumblr.com/post/38410891067/slavonica-antiqua-planetnik-or-chmurnikhttps://www.amazingworldreality.com/2022/02/planetnik-daemon-that-could-control.htmlhttps://brendan-noble.com/planetnik-zduhac-slavic-protectors-of-the-winds-and-weather/https://lamusdworski.wordpress.com/2015/10/17/polish-mythology-planetnicy/https://en.wikipedia.org/wiki/Zduha%C4%87Much thanks to Kaworu for a better translation of the wiki article than google provided above!
Planetnik Medium Fey
Hit Dice: 18d6+90 (153 hp)
Initiative: +9
Speed: 30 ft. (6 squares), Fly 120 ft. (Good)
Armor Class: 21 (+5 Dex, +6 Deflection), touch 21, flat-footed 16
Base Attack/Grapple: +9/+14
Attack: Tree +15 ranged (4d10)
Full Attack: Tree +15/+10 ranged (4d10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Weather Control, Alternate Form, Tree
Special Qualities: Low Light Vision, Endure Elements, Dark Vision 120 ft., Weather Immunity, Spiritual Power, Weather Sense
Saves: Fort +17, Ref +22, Will +22
Abilities: Str 20, Dex 20, Con 20, Int 20, Wis 20, Cha 22
Skills: Concentration +25, Knowledge (Arcana, Geography, Local, Nature, Religion) +25, Listen +25, Sense Motive +25, Spellcraft +25, Spot +25, Survival +25, Use Magic Device +17
Feats: Adroit Flyby Attack (Draconomicon), Boost Spell-Like Ability (Greater Whirlwind, Book of Vile Darkness), Combat Casting, Flyby Attack, Hover, Improved Initiative, Wingover
Environment: Any
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Usually Neutral Good or Neutral Evil
Advancement: By Character Class
Level Adjustment: ---
Planetnik (also called Chmurnik or Oblocznik) are (in some myths) the souls of men who died from violent death, suicide or drowning turned into 'demons'. It's also said they were men whose souls left their bodies and ascended into the clouds on rainbows to fight weather or monsters. Nearby countries also have weather wizards whose souls leave their bodies at night to fight storms, the undead, dragons, demons, each other, etc.. They appear as a small hairy goblinoid, an old man with a bird or straw hat, animals, a young man with long hair, or in some cases a humanoid cloud. Planetnik haul the clouds across the sky and create or dispel weather and wind.. They send hail and storms, or can be bribed to drive them away. I will be doing the human Planetnik later under the name Zduhacs, this version is the transformed spirit of a suicide.
Weather Control (Sp): At Will: Call Lightning, Capricious Zephyr (Spell Compendium), Cloudburst (Magic of Faerun), Create Water, Dispel Fog (Shining South), Fog Cloud, Gaseous Form, Gust of Wind, Hailstones (Spell Compendium), Sleet Storm, Thunderhead (Spell Compendium)
3/day: Blizzard (Frostburn), Control Winds, Eye of the Hurricane (Spell Compendium), Ice Storm
1/day: Control Weather, Greater Whirlwind (Complete Divine), Mastery of the Sky (Races of the Wild), Towering Thunderhead (Complete Mage)
Alternate Form (Su): A Planetnik can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The Planetnik can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Tree (Su): The Planetik can use the wind to uproot trees and use them as clubs, or hurl debris in the same manner. This does 4d10 Bludgeoning damage (unlesss the debris is sharp or pointy), and the Planetnik can move it up to 60 feet per round. It uses it's Cha mod for attack rolls.
Endure Elements (Ex): The Planetnik permanently has the benefits of an Endure Elements spell.
Weather Immunity (Ex): Planetniks do not suffer penalties to attack rolls or skill/ability checks due to weather. They cannot be knocked down, blown away or checked by winds (see DMG). Weather does not affect it's movement.
Spiritual Power (Su): A Planetnik adds his Charisma modifier as a bonus on all his saving throws, and as a deflection bonus to his Armor Class. (The statistics block already reflects these bonuses).
Weather Sense (Su): Planetnik know the weather up to a week in advance.
Combat: Planenik prefer to save fling trees for duels with equals. Everything else gets blasted with spells from a distance.
Capricious Zephyr3rd Level EvocationCasting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 Minute
You create a 5 foot sphere of swirling wind that you can move up to 30 feet as a Bonus Action. Anything whose area the sphere enters (or vice versa) must make a Strength Save or be shoved up to 30 feet in any direction and knocked prone. The spell ends if the sphere ever moves out of the spells range.
Hailstones3rd Level EvocationCasting Time: 1 Action
Range: 120 feet
Components: V, S, M (crystal globe)
Duration: Instantaneous
You create icy hailstones to attack your enemies. This is a ranged spell attack doing 3d10 Cold damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you get one additional hailstone for every 2 spell slot levels above 3rd (i.e. 2 stones at 5th, 3 stonesat 7th, etc.).
Thunderhead1st Level Evocation Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (small piece of copper wire)
Duration: Concentration, up to 1 Minute
You create a small thundercloud over the head of the target that follows him. For the duration of the spell the target has disadvantage on Perception (Sight) checks due to rain. Anytime it is successfully attacked before the spells end, it takes an additional 1d6 lightning damage as the cloud lights it up.
Blizzard9th Level TransmutationCasting Time: 10 Minutes
Range: Self (5 Mile Radius)
Components: V, S
Duration: Concentration, up to 6 Hours
This spell summons blinding winds and snow. At the end of every hour spend in a Blizzard, anyone in it must make a Constitution saving. On failure, they take 3d4 cold damage and gain one level of exhaustion. They make this check with advantage if you have proper cold weather gear. All creatures are heavily obscured from any other creature they are more than 20 feet away. All terrain is difficult terrain. The sky is darkened. Flying creatures more than 40 feet up have total cover, and outdoor light does not count as sunlight (for the purposes of sunlight sensitivity and similar traits). Checks using Navigation Tools to determine your location based on celestial observation are made with disadvantage. Due to high winds, creatures moving must make a Strength Saving Throw to move. If they fail by 5 or more they are also knocked prone. All ranged attack rolls are made with disadvantage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you x
Eye of the Hurricane4th Level Abjuration Casting Time: 1 Action
Range: Self (40 foot radius)
Components: V, S
Duration: Concentration, up to 1 Minute
This creates an intense storm in a 40 foot radius around you, and a calm area 10 feet around you in the center. If you move, the area effect of the spell moves with you. Anything in the area of the storm is affected as if they had entered a Wind Wall spell. Additionally, if a hostile creature fails the Strength Save against the Wind Wall effect, it is knocked prone. If it fails by 5 or nore, it is shoved to the edge of the storms area of effect.
Master of the Sky8th Level TransmutationCasting Time: 1 Action
Range: Self
Components: V
Duration: Concentration, up to 10 Minutes
This spell causes the winds to enhance your flight and attacks. While flying, you have advantage on all attack rolls, and use your spellcasting ability modifier for all attack and damage rolls. You can now Hover, and high winds do not affect your movement. Melee attacks against you are made with disadvantage, and ranged attacks automatically miss. Your flight speed increases by +20 feet. If you have no flight speed, you can now fly with a speed of 40 feet.
Towering Thunderhead9th Level ConjurationCasting Time: 1 Action
Range: Sight
Components: V, S
Duration: Concentration, up to 1 Minute
This creates a mass of storm clouds in a cylinder with a 400 foot radius and a 60 foot height. Anything inside this area is affected as if they were in the areas of a Fog Cloud and Wind Wall spells, and all movement is halved. For the duration of the spell, any other spell cast by you or friendly creatures that does thunder or lightning damage is empowered (When you or they roll damage for a qualifying spell, you can reroll a number of the damage dice up to your spellcasting ability modifier (minimum of one). You must use the new rolls.).
Greater Whirlwind9th Level ConjurationCasting Time: 1 Action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 1 Minute
A whirlwind howls down to a point on the ground you specify. The whirlwind is a 20-foot-radius, 60-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 60 feet in any direction along the ground. The whirlwind sucks up any Large or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 15d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Huge or smaller creature that fails the save must succeed on a Strength saving throw or become restrained and incapacitated in the whirlwind until the spell ends.
When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction and knocked prone..