Air Elemental, Huge (CR 7)
AC 22, touch 18; flat-footed 12 (+9 dex, +1 dodge, +4 natural, -2 size)
hp 98 (10d10+40)
Fort +11, Ref +16, Will +5
Defensive Abilities Air Mastery; DR 5/-; Immune Wind, elemental traits; Strong Earth
Speed Fly 100 ft. (perfect)
Melee 2 Slams +17 (2d6+6 plus 1d8 wind damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Breath Wing, Whirlwind (DC 21, 10-50 ft.), Zephyr Arrow
Spells Known (SC CL 10th, Concentration +12)
Str 22, Dex 29, Con 18, Int 14, Wis 11, Cha 4
Base Atk +10; CMB +18; CMD 38
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Weapon Finesse
* Bonus feat
Skills Acrobatics +18, Escape Artist +18, Fly +23, Knowledge (Planes) +10, Perception +13, Stealth +9
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Breath Wing (Su)
Once every 1d4 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 17) 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 (+19), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10 ft. (Fortitude save DC 17 to negate). Blue mages may learn this ability as a 2nd level spell (Knowledge: Planes DC 19).