Air Elemental, Medium (CR 3)
AC 18, touch 15; flat-footed 13 (+5 dex, +3 natural)
hp 30  (4d10+8)
Fort +6, Ref +9, Will +1
Defensive Abilities Air Mastery; Immune Wind, elemental traits; Strong Earth
Speed Fly 100 ft. (perfect)
Melee Slam +9 (1d6+3 plus 1d6 wind damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Engulfing Winds, Whirlwind (DC 14, 10-30 ft.)
Spells Known (SC CL 4th, Concentration +5)
1st (DC 12) – aero
2nd (DC 13) – aero II
Str 14, Dex 21, Con 14, Int 12, Wis 11, Cha 4
Base Atk +4; CMB +6; CMD 22
Feats Flyby Attack*, Improved Initiative, Weapon Finesse
* Bonus feat
Skills Acrobatics +11, Escape Artist +9, Fly +19, Knowledge (Planes) +4, Perception +7, Stealth +10
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Engulfing Winds (Su)
Once every 1d4 rounds, 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 13) 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).