Let's Read the Dark Sun Creature Catalog: Eladrin

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The Lore
Physically, Athasian eladrin are very similar to those of the core setting, but the near-total loss of their home plane has done a number on their psychology and culture.
Defiling magic didn’t just destroy Athasian ecosystems - they also dissolved its Feywild. Now only a few rare pocket dimensions remain, scattered like oases through the wastes. The fate of the Lands Within the Wind is still tied to that of Athas, which means they’re slowly dying just like the world is.
Similarly, Athasian Eladrin are a traumatized and dying people. Most of the ones that remain live in remote castles and settlements in the desert or inside surviving pockets of Feywild, guarding the entrance to their realms with psychic illusions and only venturing out when they must.
The Numbers
Eladrin have the same common stats as always: they’re Medium Fey Humanoids with a Speed of 6, Low-light vision and a +5 on saves vs. charm effects. They retain their signature Fey Step power, which lets them teleport 5 squares as a move action once per encounter.
These stat blocks occupies what would be the lower range of eladrin power levels from the Monster Manuals and Monster Vault. There are no more epic-level ghaeles and bralanis in Athas… probably.
Eladrin Veiled Warriors
Veiled Warriors are spies and scouts that range far away from Eladrin settlements to gather information and locate resources, thought hey can also be found as part of their homes’ defense force. This is a great origin for PCs!
NPC Veiled Warriors are Level 5 Soldiers with 60 HP. They fight with Reach 2 Longspears that damage and mark for a turn on a hit. Once per encounter they can use a Veiling Dart (ranged 5 vs. Will) which deals psychic damage, blinds for a turn and slows (save ends).
Eladrin Mirage Adept
These are the psions responsible for hiding Eladrin settlements. They’re Level 7 Controllers with 80 HP and a focus on illusion powers.
Their basic melee attack is a Dagger that deals psychic damage and slows for a turn. They can attack at range with Deluding Whispers (ranged 10 vs. Will), a charm power that deals psychic damage, slides 3 squares and prevents the target from seeing creatures not adjacent to it for a turn.
Occasionally they’ll strike with the Phantom Foes power (recharge 6, area 2 within 20 vs. Will), which I guess projects the illusion that many additional foes are attacking the targets. This “psychic fireball” deals psychic damage and confuses (save ends). Confused characters roll a d20 whenever they’re about to make a melee or ranged attack and an ally is also in reach of that attack. On a 10 or higher, they attack the ally instead of the intended target.
Mirage adepts are very effective when combined with veiled warriors, because the warriors use reach weapons and so don’t need to be adjacent to a target blinded by Deluding Whispers in order to attack.
Eladrin Windwalker
Some eladrin indiscriminately blame all people of the natural world for the fate of their homeland, and feel such overwhelming hatred towards them that they offer themselves in ritual sacrifice. This causes their life essence to slowly leak into the Feywild and be replaced with the raw magic of that plane. This gives them great power for as long as their diminishing life lasts. They use their remaining time to go out into the world and slay every humanoid they see.
Windwalkers are Level 8 Lurkers with 69 HP. They fight with sabers and blowguns that ignore armor and target Reflex. Their damage is average, but Unseen Advantage lets the windwalker deal extra damage against targets that can’t see it, and slow them for a turn on any hit.
The Between the Winds trait lets a windwalker become invisible and gain phasing whenever it either spends a turn without attacking or uses its fey step. These conditions last for a turn or until the windwalker attacks. This does mean they can stay continuously invisible if they don’t attack.
Windwalkers will usually try to attack every other turn like most lurkers to benefit from Unseen Advantage, but the presence of an ally who can make them invisible or blind PCs (like a Mirage Adept) can let them strike every turn with bonus damage.
Eladrin Windwalker Mirage
Windwalkers in the final stages of the process are little more than ghosts. They become Level 8 Minion Lurkers with a ground speed of zero, a flight speed of 6 (hover, altitude limit 2), always-on phasing, and Resist 10 All. Despite appearances they are not undead, and are not especially vulnerable to radiant damage and anti-undead powers.
Their Wisp on the Wind trait gives them partial concealment vs. enemies that are 2 or 3 squares away, and total concealment against enemies 4 or more squares away. Their melee attack is a Razor Wind that does minion-tier damage. When they hit 0 HP, their Dispersing Essence attacks a Close Burst 3 and does the same damage as Razor Wind to those it hits.
The mirage’s damage resistance means you can only get it to that point by dealing 11 or more damage with a single attack - they’ll resist anything weaker. On the bright side, this means Dispersing Essence cannot provoke a chain reaction as it only deals 8 damage.
Mirages love large battle maps that let them invisibly fly past the party’s defenders and gang up on isolated squishies. PCs can counter this tactic by sticking together, but Dispersing Essence makes that decision a bit tougher than it would seem at first. Cruel GMs can make it even harder by including other monsters capable of area attacks in the encounter.
Encounters and Final Impressions
The Windwalker variants are evil, having succumbed to genocidal rage, but everyone else is unaligned. And they’re all super tragic.
I don’t think windwalkers would mix with other eladrin, though it’s easy enough to reskin a standard Mirage Adept as another windwalker variant if you want to mix them up. As noted above, this makes for a potent combination.