Air Elemental, Large (CR 5)
AC 21, touch 17; flat-footed 13 (+7 dex, +1 dodge, +4 natural, -1 size)
hp 72 (8d10+24)
Fort +9, Ref +13, Will +2
Defensive Abilities Air Mastery; DR 5/-; Immune Wind, elemental traits; Strong Earth
Speed Fly 100 ft. (perfect)
Melee 2 Slams +14 (1d8+4 plus 1d6 wind damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Whirlwind (DC 18, 10-40 ft.), Zephyr Arrow
Spells Known (SC CL 8th, Concentration +10)
Str 18, Dex 25, Con 16, Int 14, Wis 11, Cha 4
Base Atk +8; CMB +13; CMD 31
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
* Bonus feat
Skills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge (Planes) +7, Perception +11, Stealth +11
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Zephyr Arrow (Su)
Once every 1d2 rounds, an air elemental shoots out a green arrow towards her opponent within 60 ft. The air elemental must makes a ranged touch attack (+15), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10 ft. (Fortitude save DC 16 to negate). Blue mages may learn this ability as a 2nd level spell (Knowledge: Planes DC 19).