A small tuft of air that whirls towards its foes.
Air Elemental, Minor (CR 1)
XP 400
N Small Outsider (Wind, Elemental, Extraplanar)
Init +3; Senses Darkvision 60 ft.; Perception +5
DEFENSE
AC 17, touch 14; flat-footed 14 (+3 dex, +3 natural, +1 size)
hp 11 [20] (2d10)
mp 1
Fort +2, Ref +5, Will +0
Defensive Abilities Air Mastery
Immune Wind, elemental traits
Resist Earth 50%
Weakness Ice
OFFENSE
Speed Fly 100 ft. (perfect)
Melee Slam +6 (1d4+1 plus 1d4 wind damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Engulfing Winds, Whirlwind (Once every 1d4 rounds, 10-20 ft., 1d4+1, DC 11)
Spells Known (SC CL 2nd, Concentration +2)
1st (DC 11) – aero
STATISTICS
Str 12, Dex 17, Con 10, Int 11, Wis 11, Cha 4
Base Atk +2; CMB +2; CMD 15
Feats Flyby Attack*, Weapon Finesse
* Bonus Feat
Skills Acrobatics +8, Escape Artist +8, Fly +18, Knowledge (Planes) +5, Perception +5, Stealth +12
Languages Auran
SPECIAL ABILITIES
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Engulfing Winds (Su)
1/day, an air elemental can launch a gust of wind that engulfs their enemy within 30 feet for 4d4 points of wind damage and is inflicted with the Squalled status for 1d4 rounds. The target of this ability must make a Fortitude save (DC 11) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).