The material below is Open Game Content from a 3PP Source
Medium Air Elemental CR 3 (XP 800)
N Medium outsider (air, elemental, extraplanar)
Init +9; Senses darkvision 60 ft.; Perception +7
AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
hp 30 (4d10+8)
Fort +6, Ref +9, Will +1
Defensive Abilities air mastery; Immune elemental traits
Speed fly 100 ft. (perfect)
Melee slam +9 (1d6+3)
Special Attacks whirlwind (DC 14)
Abl Str 14, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +6; CMD 22
Feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +11, Escape Artist +9, Fly +17, Knowledge (planes) +1, Perception +7, Stealth +10
Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies.
Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings.
An air elemental prefers to attack flying or otherwise airbone targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.
|Elemental||Height||Weight||Whirlwind/Vortex Save DC||Whirlwind/Vortex Height|
|Medium||8 ft.||2 lbs.||14||10–30 ft.|