Windraptor (CR 1/2)
Tiny Elemental (Air)
Alignment: Always neutral
Initiative: +5 (Dex); Senses: Spot +14
AC: 19 (+2 size, +5 Dex, +2 natural), touch 17, flat-footed 14
Hit Dice: 1d8+1 (5 hp)
Fort +1, Ref +7, Will +2
Speed: Fly 90 ft. (perfect)
Space: 2-1/2 ft./0 ft.
Base Attack +0; Grapple -10
Attack: Talons +7 melee
Full Attack: Talons +7 melee
Damage: Talons 1d4-2
Special Attacks/Actions: Air mastery
Abilities: Str 6, Dex 21, Con 12, Int 2, Wis 14, Cha 6
Special Qualities: Elemental traits
Feats: Flyby Attack; Weapon Finesse
Skills: Spot +14
Advancement: -
Climate/Terrain: Elemental Plane of Air
Organization: Solitary
Treasure/Possessions: None
Source:
Dungeon #111
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a windraptor.
Skills: Windraptors have +8 racial bonus on Spot checks.
Windraptors are agile but tiny combatants, scratching their foes to death.
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).