Spirit of the Air (CR 11)

Large Magical Beast (Air)
Alignment: Usually neutral
Initiative: +5 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +14, and Spot +14


AC: 26 (-1 size, +5 Dex, +12 natural), touch 14, flat-footed 21
Hit Dice: 11d10+33 (93 hp); DR: 10/magic
Fort +10, Ref +12, Will +6
Speed: 30 ft., climb 40 ft., fly 60 ft. (average)
Space: 10 ft./10 ft.
Base Attack +11; Grapple +19
Attack: +1 heavy mace +15
Full Attack: +1 heavy mace +15/+10/+5 melee and bite +12 melee and wing buffet +12 melee
Damage: +1 heavy mace 1d8+5, bite 1d6+2, wing buffet 1d4+2
Special Attacks/Actions: Air mastery, spell-like abilities, spells, whirlwind
Abilities: Str 19, Dex 20, Con 17, Int 14, Wis 17, Cha 16
Special Qualities: immunity to air effects, SR 23
Feats: Combat Expertise; Hover; Improved Trip; Multiattack
Skills: Climb +12, Concentration +14, Hide +13, Listen +14, Search +13, and Spot +14
Advancement: 12-16 HD (Large); 17-33 HD (Huge}
Climate/Terrain: Any land
Organization: Solitary, pair, or troop (5-12)
Treasure/Possessions: Standard

Source: Fiend Folio

Air Mastery (Ex): A spirit of the air gains a +1 bonus on its attack and damage rolls if its opponent is airborne.

Spell-like Abilities: At will - call lightning, control winds, detect magic; 1 day - confusion, control weather, whirlwind, wind walk. Caster level 15th; save DC 13 + spell level.

Spells: A spirit of the air casts divine spells as a 7th-level cleric with the Air and Luck domains (6/6/5/4/2; save DC 13 + spell level). A typical spell list: 0 - create water, cure minor wounds, light, resistance, virtue; 1st - command, comprehend languages, divine favor, entropic shield*, summon monster I; 2nd - aid, animal messenger, cure moderate wounds, enthrall, wind wall; 3rd - dispel magic, invisibility purge, magic vestment, protection from elements*; 4th - freedom of movement*, summon monster IV.

*Domain spell. Domains: Air (turn, destroy, rebuke or command earth creatures 7/day), Luck (reroll 1 day).

Whirlwind (Su): A spirit of the air can transform itself into a whirlwind once per day and remain in that form for up to 10 rounds. In this form, a spirit of the air can move through the air or along a surface an its fly speed. The whirlwind is 5 feet wide an its base, 20 feet wide an the top, and 30 feet tall. The spirit of the air controls the whirlwind's exact height (using a standard action to get taller or shorter), but it must be an least 10 feet tall. Creatures one or more sizes smaller than that spirit of the air might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 20) when in comes into contact with the whirlwind or take 2d6 points of damage. It must also succeed on a second Reflex (DC 20) save or be picked up bodily and held suspended in the powerful winds, automatically taking 2d6 points damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

A spirit of the air can eject any carried creatures whenever in wishes, depositing them wherever the whirlwind happens to be.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the spirit of the air and has a diameter equal to half the whirlwind's height. The cloud obscures vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment (20% miss chance), while those farther away have total concealment (50% miss chance). Those caught in the cloud must succeed on a Concentration check (DC 20) to cast a spell.

Immunity to Air Effects (Ex): A spirit of the air is immune to strong winds or any air-related effects.

Scent (Ex): A spirit of the air can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Spirits of the air have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Spirits of the air fight while hovering whenever possible. They use their spell-like abilities from a distance, then close to melee. If their maces are not particularly successful, they resort to their whirlwind attack.

Air Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).