(( note: will need additional variations when this makes its way into a dungeon ))
A1-E. Gust Specter
A ghostlike monster that moves at a high speed and also can launch gusts of wind at high speed instead. A braid of ectoplasm is its one connection to the physical world.
Far attacks
Gust -- Shoots a gust of wind that's an air elemental attack.
Swoop -- Moves from Far to Near, dealing damage via momentum and its ectoplasm braid.
Near Attacks
Flee -- moves from near to far. Does no damage.
Variation: Waterfall
Far: Waterfall Gust -- like the other one but adds the tag Slippery to your weapon.
Near: Flee -- 1/3 chance of not working. Goes from Near to Far otherwise.
Weapon tag: Slippery -- reduces accuracy.
Variation: Passageways
Far: Aerial Orient --1/2 chance of adding "oriented" tag to self.
Far: Aerial Swoop -- only activates if it has the tag Orient. Works the same as a swoop but has a 1/2 chance of going back to far when done. Also does 20% more damage.
Variation: Rocks
Gust no longer works.
Near: Close Gust -- 1/3 chance of not working, and -20% damage reduction but can be done Near rather than far.
Far: Stalactite Gust -- redirects gusts to the adjacent walls, blowing stalactites down. Has a 1/2 chance of not working, but if successful sets the "falling stalactites" environment tag. It won't do this attack if the stalactites are already falling.
Environment Tag: Falling Stalactites -- 1/2 chance of taking earth damage on your turn. 1/3 chance this tag goes away accordingly.