Air Elemental, Elder (CR 11)
AC 29, touch 21; flat-footed 16 (+12 dex, +1 dodge, +8 natural, -2 size)
hp 156 (16d10+64)
Fort +14, Ref +22, Will +7
Defensive Abilities Air Mastery; DR 10/-; Immune Wind, elemental traits; Strong Earth
Speed Fly 100 ft. (perfect)
Melee 2 Slams +26 (2d8+9 plus 2d6 wind damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Breath Wing, Whirlwind (DC 27, 10-60 ft.), Zephyr Arrow
Spells Known (SC CL 16th, Concentration +19)
Str 28, Dex 35, Con 18, Int 17, Wis 11, Cha 4
Base Atk +16; CMB +27; CMD 50
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack*, Improved Initiative, Iron Will, Power Attack, Weapon Finesse
* Bonus feat
Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge (Planes) +16, Perception +16, Stealth +15
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Breath Wing (Su)
Once every 1d3 rounds, an air elemental can use its wings to cause a breath-like attack to slice the air in front of it in a 30-ft.- cone. Creatures within the area of effect take 8d6 points of wind damage, Reflex save (DC 21) for half damage. Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).
Zephyr Arrow (Su)
An air elemental shoots out a green arrow towards her opponent within 60 ft. The air elemental must makes a ranged touch attack (+28), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10 ft. (Fortitude save DC 21 to negate). Blue mages may learn this ability as a 2nd level spell (Knowledge: Planes DC 19).