Air Elementals

This cloud-like creature has dark hollows reminiscent of eyes and a mouth, and a howling wind whips it into ominous shapes.

Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies. Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings. An air elemental prefers to attack flying or otherwise airborne targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.

Air Elemental Size Height Weight Whirlwind Height
Small 4 ft. 1 lb. 10–20 ft.
Medium 8 ft. 2 lbs. 10–30 ft.
Large 16 ft. 4 lbs. 10–40 ft.
Huge 32 ft. 8 lbs. 10–50 ft.
Greater 32 ft. 8 lbs. 10–50 ft.
Elder 32 ft. 8 lbs. 10–50 ft.
SMALL AIR ELEMENTAL
CR 1 XP 400
N
Small outsider (air, elemental, extraplanar)
MEDIUM AIR ELEMENTAL
CR 3 XP 800
N
Medium outsider (air, elemental, extraplanar)
LARGE AIR ELEMENTAL
CR 5 XP 1,600
N
Large outsider (air, elemental, extraplanar)
HUGE AIR ELEMENTAL
CR 7 XP 3,200
N
Huge outsider (air, elemental, extraplanar)
GREATER AIR ELEMENTAL
CR 9 XP 6,400
N
Huge outsider (air, elemental, extraplanar)
ELDER AIR ELEMENTAL
CR 11 XP 12,800
N
Huge outsider (air, elemental, extraplanar)
 

Lightning Elementals

This creature looks like a dark storm cloud, with sparks suggesting eyes and long sweeping arms charged with bolts of lightning.

Though most think of the Plane of Air as a vast expanse of clear sky, that plane also holds the power of the storm, including monstrous hurricanes larger than entire worlds and thunderstorms whose peals and claps can shatter stone. Whether lightning elementals are the by-product of common air elementals spending too much time near these electrically charged storms or are merely calved off like forgotten flurries, they are aggressive and almost suicidal in their willingness to leap into battle. They particularly enjoy attacking creatures that are made of metal and creatures that wear metal armor or wield metal weapons. Many lightning elementals have a roughly humanoid shape, but some prefer animalistic shapes (particularly birds and dragons), and a few appear to be nothing more than large disembodied heads made of dark clouds with flickering lightning tongues. Regardless of the shape a lightning elemental takes, the air around the creature hums and throbs with the promise of electrocution and the tangy stink of ozone.

Lightning Elemental Size Height Weight
Small 4 ft. 0.5 lb.
Medium 8 ft. 1 lb.
Large 16 ft. 2 lbs.
Huge 32 ft. 4 lbs.
Greater 36 ft. 5 lbs.
Elder 40 ft. 6 lbs.
SMALL LIGNTNING ELEMENTAL
CR 1 XP 400
N
Small outsider (air, elemental, extraplanar)
MEDIUM LIGNTNING ELEMENTAL
CR 3 XP 800
N
Medium outsider (air, elemental, extraplanar)
LARGE LIGNTNING ELEMENTAL
CR 5 XP 1,600
N
Large outsider (air, elemental, extraplanar)
HUGE LIGNTNING ELEMENTAL
CR 7 XP 3,200
N
Huge outsider (air, elemental, extraplanar)
GREATER LIGNTNING ELEMENTAL
CR 9 XP 6,400
N
Huge outsider (air, elemental, extraplanar)
ELDER LIGNTNING ELEMENTAL
CR 11 XP 12,800
N
Huge outsider (air, elemental, extraplanar)
 

Air Wysp

This delicate sphere of airy essence resonates with a light and playful hum. It moves erratically to its own whimsical song.

Wysps are five races of tiny elemental beings. Aether wysps were the first wysps, born of the same convergence between ethereal and elemental that spawned the aether element. For a time, the first wysps roamed the Ethereal and Elemental Planes freely in symphonies led by exuberant wysp conductors, playing out the otherworldly music of their resonances, but soon the elemental lords discovered the value of wysps as minions, and bred them into new races to support their forces in battle. Today, most wysps do their best to support allies, even giving their lives for their masters. Free symphonies of wysps still exist on their home planes and the Material Plane, though the enslavement of their kind has made them shy.  Even in the harshest servitude, wysps retain their curious nature and intelligence. When free to act as they please, they are playful and carefree, with mild differences in personality between the elements. Air wisps are flighty and capricious. Wysps happily offer their services to kind allies, though generally only elementally attuned creatures, kineticists, and spellcasters who summon elementals can make much use of a wysp’s assistance. A 7th-level spellcaster who has the Improved Familiar feat can gain a wysp as a familiar.

WYSP CONDUCTOR  
These free-spirited leaders of wysp symphonies often have either the advanced simple template (with ranks in Perform) or levels in bard. Their resonance doesn’t stack with inspire courage, so wysp conductors often take archetypes that trade out inspire courage or grant elemental-themed powers. A few wysp conductors have class levels in kineticist, elemental bloodline sorcerer, or other elemental-themed classes.  

CR 2 XP 600
N
Tiny outsider (air, elemental)
Init +4; Senses darkvision 60 ft.; Perception +7
Aura resonance (30 ft.)
DEFENSE
AC
16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +7, Will +2
Immune elemental traits
OFFENSE
Speed
fly 100 ft. (perfect)
Melee 2 tendrils +11 (1d3+2)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
10, Dex 19, Con 12, Int 10, Wis 13, Cha 13
Base Atk +3; CMB +5; CMD 15 (can’t be tripped)
Feats Flyby Attack, Weapon Finesse
Skills Bluff +7, Fly +20, Knowledge (arcana) +4, Knowledge (planes) +6, Knowledge (religion) +4, Perception +7, Sense Motive +7, Stealth +18
Languages Auran
SQ living battery, servitor
ECOLOGY
Environment
any (Plane of Air)
Organization solitary, cloud (3–8), symphony (10–40 plus 1 wysp conductor), or retinue (1–6 plus a powerful elemental creature)
Treasure none
SPECIAL ABILITIES
Living Battery (Ex)
As an immediate action, a wysp can kill itself to cause a creature benefiting from its resonance to heal 2 hit points for each of that creature’s HD. If the wysp uses this ability, its death can’t be prevented, and its life can’t be restored by any effect less than true resurrection, miracle, or wish, even if such an effect can normally revive an outsider.
Resonance (Ex) A wysp’s natural resonance strengthens the power of its element. The wysp grants a +2 competence bonus on attack rolls and damage rolls to all creatures within 30 feet with an elemental subtype that matches the wysp’s, and to the DCs of all racial spell-like, supernatural, and extraordinary abilities of such creatures (as usual, this does not include creatures assuming an elemental form). Kineticists within 30 feet who share the wysp’s element gain a +1 competence bonus on attack rolls and damage rolls. The wysp’s statistics already include these bonuses.
Servitor (Ex) A wysp is a natural servitor. When it uses the aid another action to assist a creature benefiting from its resonance, the wisp can grant that creature a +4 bonus instead of +2. No other effect can increase this bonus beyond +4.
 

Air Mephit

This small humanoid figure has translucent wings and an air of whimsy. Its small horns gleam while it grins, lost in its own thoughts.

Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Air mephits are commonly found on the Plane of Air. These mephits are whimsical and prone to distraction.

CR 3 XP 800
N
Small outsider (air)
Init +6; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC
17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp 19 (3d10+3); fast healing 2 (only in gusty or windy areas)
Fort +2, Ref +5, Will +3
DR 5/magic
OFFENSE
Speed
30 ft., fly 60 ft. (perfect)
Melee 2 claws +5 (1d3+1)
Special Attacks breath weapon (15-foot cone of sand and grit, 1d8 slashing damage, Reflex DC 13 for half)
Spell-Like Abilities (CL 6th; concentration +8)
1/hour—blur
1/day—gust of wind, summon (level 2, 1 mephit of the same type 25%)
STATISTICS
Str
13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +18, Perception +6, Stealth +12
Languages Common, Auran
ECOLOGY
Environment
any (Plane of Air)
Organization solitary, pair, gang (3–6), mob (7–12)
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su)
Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
 

Dust Mephit

This small humanoid is shrouded in a cloud of grit and dust, its thin wings and small horns punctuating its irritating smirk.

Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Dust mephits are commonly found on the Plane of Air. These mephits are irritating and persistent.

CR 3 XP 800
N
Small outsider (air)
Init +6; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC
17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp 19 (3d10+3); fast healing 2 (only in dusty environments)
Fort +2, Ref +5, Will +3
DR 5/magic
OFFENSE
Speed
30 ft., fly 50 ft. (perfect)
Melee 2 claws +5 (1d3+1)
Special Attacks breath weapon (15-foot cone of dust, 1d4 slashing damage and sicken living creatures for 3 rounds, Reflex DC 13 for half damage and negate sicken)
Spell-Like Abilities (CL 6th; concentration +8)
1/hour—blur
1/day—summon (level 2, 1 mephit of the same type 25%), wind wall
STATISTICS
Str
13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +18, Perception +6, Stealth +12
Languages Common, Auran
ECOLOGY
Environment
any (Plane of Air)
Organization solitary, pair, gang (3–6), mob (7–12)
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su)
Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
 

Ice Mephit

A crystalline figure with wings of frosted glass, this small humanoid’s aloof expression gleams with the cold brilliance of ice.

Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Ice mephits are commonly found on the Plane of Air. These mephits are cruel and aloof.

CR 3 XP 800
N
Small outsider (air)
Init +6; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC
17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp 19 (3d10+3); fast healing 2 (only in temperatures below freezing)
Fort +2, Ref +5, Will +3
DR 5/magic; Immune cold
OFFENSE
Speed
30 ft., fly 30 ft. (average)
Melee 2 claws +5 (1d3+1)
Special Attacks breath weapon (15-foot cone of ice, 1d4 cold damage and sicken living creatures for 3 rounds, Reflex DC 13 for half damage and negate sicken)
Spell-Like Abilities (CL 6th; concentration +8)
1/hour—magic missile
1/day—chill metal (DC 14), summon (level 2, 1 mephit of the same type 25%)
STATISTICS
Str
13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12
Languages Common, Auran
ECOLOGY
Environment
any (Plane of Air)
Organization solitary, pair, gang (3–6), mob (7–12)
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su)
Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
 

Djinni

This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.

The djinn (singular djinni) are genies from the Plane of Air. They are said to be made of the stuff of clouds, with the strength of the mightiest storms. A djinni is about 10 feet tall and weighs about 1,000 pounds. Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow. When faced with no other option than melee combat, most djinn prefer to wield masterwork scimitars two-handed. Among other genies, djinn get along well with jann and marids. They are frequently at odds with the shaitans, and are sworn enemies of the efreet, despising these fiery genies more than any other genie race. So legendary is the conflict between the efreet and the djinn that many spellcasters attempt (to varying degrees of success) to secure a djinni’s servitude by promising to aid the cause against their hated enemies.
A small percentage of djinn are noble. Noble djinn, often called viziers, have 10 Hit Dice, Strength 23, and Charisma 17, and can grant three wishes to any being (non-genies only) who captures them. Djinn nobles are CR 8.

CR 5 XP 1,600
CG
Large outsider (air, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC
19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +5 natural, –1 size)
hp 52 (7d10+14)
Fort +4, Ref +9, Will +7
Immune acid
OFFENSE
Speed
20 ft., fly 60 ft. (perfect)
Melee 2 slams +10 (1d8+4) or mwk scimitar +11/+6 (1d8+4/18–20)
Space 10 ft.; Reach 10 ft.
Special Attacks air mastery, whirlwind (1/10 minutes, 10–50 ft. tall, 1d8+4 damage, DC 17)
Spell-Like Abilities (CL 9th; concentration +11)
At will—invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only)
1/day—create food and water, create wine (as create water, but wine instead), gaseous form (for up to 1 hour), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk
STATISTICS
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Base Atk +7; CMB +12; CMD 27
Feats Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Wind Stance
Skills Appraise +12, Craft (any one) +12, Fly +20, Knowledge (planes) +12, Perception +12, Sense Motive +12, Spellcraft +12, Stealth +10
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
ECOLOGY
Environment
any (Plane of Air)
Organization solitary, pair, company (3–6), or band (7–10)
Treasure standard (masterwork scimitar, other gear)
SPECIAL ABILITIES
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against a djinni.
 

Belker

Dull, red eyes, grasping claws, and leathery wings give a demonic aspect to this creature’s smoky form.

Belkers are hateful elemental air creatures resembling fiends made of smoke. Xenophobic in the extreme, they see most non-elemental creatures as threats, and stalk and kill any such intruders in their territory. Among their elemental kin, they especially hate djinn and jann. They tolerate air mephits, dust mephits, steam mephits, air elementals, and fire elementals, but given the choice, prefer the company of their own kind. Belkers create no permanent lairs, but do claim and defend large territories from other living things, particularly areas ravaged by frequent storms, volcanic eruptions, hot springs, or forest fires. Some sages believe the belkers worship these dangerous natural phenomena; others speculate the elementals somehow feed on the unusual air from these sites. Still other scholars theorize that the reclusive beasts require the energy from these phenomena to feed or reproduce.

CR 6 XP 2,400
NE
Large outsider (air, elemental, evil)
Init +5; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC
20, touch 14, flat-footed 15 (+5 Dex, +6 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +11, Will +2
DR 5/—; Immune elemental traits
OFFENSE
Speed
30 ft., fly 50 ft. (perfect)
Melee bite +12 (1d6+2), 2 claws +12 (1d6+2), 2 wings +10 (1d6+1)
Space 10 ft.; Reach 10 ft.
Special Attacks smoke claws
STATISTICS
Str
14, Dex 21, Con 17, Int 6, Wis 11, Cha 10
Base Atk +8; CMB +11; CMD 26 (can’t be tripped)
Feats Combat Reflexes, Flyby Attack, Multiattack, Weapon Finesse
Skills Acrobatics +16, Fly +22, Perception +11, Stealth +16
Racial Modifiers +4 Stealth
Languages Auran
SQ smoke form
ECOLOGY
Environment
any (Plane of Air)
Organization solitary, pair, or clutch (3–4)
Treasure incidental
SPECIAL ABILITIES
Smoke Claws (Ex)
A belker using its smoke form ability can enter a target’s square as a standard action that does not provoke attacks of opportunity. The target must make a DC 17 Fortitude save or inhale part of the creature. Smoke inside the victim solidifies into a claw and attacks the target from within, dealing 3d4 points of damage per round as a swift action. If the target moves, the belker may automatically move with the target (this movement does not count toward the belker’s movement and does not provoke attacks of opportunity against the belker). Each round, the target can attempt another DC 17 Fortitude to cough out the belker’s smoke, which ends the smoke claws attack and forces the belker into an adjacent square. Creatures that do not need to breathe are immune to this attack. The save DC is Constitution-based.
Smoke Form (Su) A belker can switch from its normal form to one of pure smoke or back again a swift action. It can spend up to 20 rounds per day in smoke form. In smoke form, the belker acts as if under the effects of a gaseous form spell, except that it retains its natural fly speed of 50 feet (perfect).
 

Air Veela

This svelte figure emanates a soft, indigo hue from its shimmering skin. Its movements are graceful yet unpredictable.

Image by Scott Weir

Capricious yet alluring, veelas are elemental spirits given shape. On the Elemental Planes, veelas revel in the unbridled energy of the elements from which they draw power. On the other planes, however, they lose some measure of the elemental energy saturating their forms. To compensate for this, they can siphon vitality from other living beings by engaging them in their ancient dances. Veelas typically do this with a creature’s permission, leaving partners exhilarated but exhausted. Only in the most dire circumstances does a veela use its dance as a weapon. Those few who can match these elemental spirits’ movements might earn a veela’s respect and compel it to share some of its beneficial magical powers.  A veela typically stands just under 6 feet tall and weighs approximately 140 pounds.

CR 7 XP 3,200
N
Medium outsider (air, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 85 (9d10+36)
Fort +10, Ref +9, Will +6
DR 10/magic; Immune electricity; SR 18
OFFENSE
Speed
30 ft., fly 30 ft. (perfect)
Melee mwk dagger +13/+8 (1d4+5/19–20 plus 1d6 electricity), mwk dagger +13/+8 (1d4+5/19–20 plus 1d6 electricity) or  2 slams +14 (1d4+5 plus 1d6 electricity)
Special Attacks beckoning dance, elemental veil
Spell-Like Abilities (CL 9th; concentration +14)
At will—gust of wind, resist energy (electricity only)
3/day—cure serious wounds, suggestion (DC 18)
1/day—ball lightning (DC 19), dispel magic
STATISTICS
Str
20, Dex 17, Con 19, Int 14, Wis 11, Cha 20
Base Atk +9; CMB +14; CMD 27
Feats Ability Focus (beckoning dance), Combat Reflexes, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting
Skills Acrobatics +15, Bluff +17, Diplomacy +17, Fly +15, Knowledge (any one) +14, Perception +12, Perform (dance) +21, Sense Motive +11, Stealth +15
Racial Modifiers +4 Perform (dance)
Languages Auran, Common
ECOLOGY
Environment
any hills or mountains (Plane of Air)
Organization solitary, pair, or troupe (3–6)
Treasure standard (2 mwk daggers)
SPECIAL ABILITIES
Beckoning Dance (Su)
As a standard action, a veela can compel a target that it can see to join it in dancing. The target must succeed at a DC 21 Will save or find herself forced to dance with the veela for up to 1 minute. At the end of each of the target’s turns, she must attempt a Perform (dance) check opposed by the veela’s Perform (dance) check. If the target doesn’t meet or exceed the veela’s result, she takes 1d4 points of Constitution damage and becomes fatigued. For every point of Constitution damage a veela deals in this way, it heals 5 hit points. Hit points healed in excess of its maximum become temporary hit points that last up to 1 hour before dissipating. While engaged in a beckoning dance, both a veela and its target are protected from being attacked as if by a sanctuary spell (DC 18). Any target of a veela’s beckoning dance that exceeds the veela’s result on the opposed Perform check ends the beckoning dance and gains the benefits of the veela’s cure serious wounds spell-like ability (if any uses of that ability remain), which consumes one of the veela’s daily uses. Targets that save against a veela’s beckoning dance can’t be affected by that veela’s beckoning dance again for 24 hours. The save DC is Charisma-based.
Elemental Veil (Su) A veela’s link to a particular element manifests as an overflow of energy that infuses its natural attacks and any melee weapons it holds, causing it to deal an extra 1d6 points of damage on any successful melee attack. This is electricity damage for an air veela, bludgeoning damage for an earth veela, fire damage for a fire veela, and cold damage for a water veela. In addition, as a standard action a veela can wreathe itself in a luminescent halo of energy. This duplicates the effect of the spell fire shield (caster level 9th) but deals damage of the same damage type as the extra melee damage. Ending or resuming this effect is a standard action.
 

Invisible Stalker

No true form can be detected, yet a sense of force and hulking malevolence is undeniable in this creature’s presence.

Very little is known about these enigmatic and mysterious creatures, as their very nature makes details of their true form difficult to discern. Brought to this world from the Plane of Air, these creatures fulfill tasks for those who conjure them. Invisible stalkers act as guardians, assassins, and trackers, occupations in which they excel. Their natural invisibility and skill at stealth allow them to follow their quarry without detection and give them the upper hand when it comes to exterminating a mark. Many invisible stalkers resent this and see these petty tasks as nothing more than chores dictated by mortals. When given a particularly complex or bothersome task, an invisible stalker seeks to find a loophole in a poorly worded instruction. For instance, wizards calling an invisible stalker into service with the instructions “protect me from danger” might find themselves escorted to a faraway hidden location, or even brought to the Plane of Air. Due to their constant summoning, many invisible stalkers harbor hostility for those dwelling on the Material Plane. Those invisible stalkers new to the mortal world only know the stories of their kind and tend to keep an open mind about the intentions of those who call them. Over time, or in the service of a particularly vile master, invisible stalkers form negative opinions of these creatures of flesh and bone, leading to their tendency to pervert their instructions and cause harm to their masters. For older and more experienced invisible stalkers, the only thing protecting those who summon them is the magic that binds them. These creatures automatically try to use inconsistencies in the wording of their tasks and literal twists on the intention to find a way to inconvenience, injure, or even kill the priest or arcanist that brought them to the plane.

CR 7 XP 3,200
N
Medium outsider (air, elemental, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC
20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 80 (7d10+42)
Fort +11, Ref +11, Will +4
Defensive Abilities natural invisibility; Immune elemental traits
OFFENSE
Speed
30 ft., fly 30 (perfect)
Melee 2 slams +12 (2d6+4)
STATISTICS
Str
18, Dex 19, Con 22, Int 14, Wis 15, Cha 11
Base Atk +7; CMB +11; CMD 25
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Focus (slam)
Skills Acrobatics +14, Bluff +10, Fly +22, Knowledge (planes) +12, Perception +12, Sense Motive +12, Stealth +14, Survival +12
Languages Auran, Common
SQ improved tracking
ECOLOGY
Environment
any (Plane of Air)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Improved Tracking (Ex)
An invisible stalker takes no penalty to Survival checks when tracking and moving at any speed.
Natural Invisibility (Ex) This ability is constant—an invisible stalker remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the invisible stalker gains a +20 bonus on Stealth checks when moving, or +40 when standing still—these bonuses are not included in the statistics above.
 

Mihstu

A miasmal form roils as barbed tentacles emerge from the central mass, coalescing into razor-sharp talons and claws.

The deadly mihstus hail from the Plane of Air. When they come to the Material Plane, they prefer to inhabit dank dungeon corridors, abandoned ruins, and the forgotten corridors of lost civilizations. Scholars dispute what drives the ambitions of these creatures, or even what they seek on the Material Plane, but all agree that they are deadly combatants and merciless hunters. Their semi-solid bodies appear to be composed of a strange, white smoke, and they can shape their vaporous bodies at will to seep through small cracks and openings in pursuit of prey. When attacking, they coalesce the tips of their misty tentacles into wickedly barbed talons, slashing at opponents with these razor-sharp appendages. Mihstus rely on their insubstantial nature to close with opponents quickly, engulfing the nearest threat while continuing to attack any who seek to deprive them of their chosen victim. When a mihstu manages to embrace a foe with its body, it drains away the creature’s vital fluids at an alarming rate. These fluids churn in the creature’s body for a few rounds before spattering against nearby walls or on the floor—the mihstu seems to gain no nourishment from these fluids, so this attack may be nothing more than a favorite method of cruelty. Mihstus are immortal unless slain by violence, and if properly bargained with, these deadly outsiders can actually be intriguing sources of information. Mihstus are normally interested in little more than stalking and consuming prey, and as a result only tend to provide reliable information or cooperate when supplied with intriguing victims to pursue and destroy. Nefarious creatures such as rakshasas and evil cloud giants often utilize mihstus as trackers and assassins, or sometimes employ them as guards in the forgotten corridors of their lairs.

CR 8 XP 4,800
NE
Medium outsider (air, elemental, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +13
DEFENSE
AC
22, touch 17, flat-footed 15 (+6 Dex, +1 dodge, +5 natural)
hp 92 (8d10+48)
Fort +12, Ref +12, Will +4
Defensive Abilities wind defense; DR 10/magic; Immune electricity, elemental traits; SR 19
Weaknesses susceptible to cold
OFFENSE
Speed
20 ft., fly 20 ft. (good)
Melee 4 tentacles +14 (1d4+1 plus grab)
Special Attacks deadly embrace
STATISTICS
Str
12, Dex 23, Con 23, Int 14, Wis 14, Cha 13
Base Atk +8; CMB +9 (+13 grapple); CMD 26 (cant be tripped)
Feats Dodge, Improved Initiative, Mobility, Weapon Finesse
Skills Acrobatics +17, Bluff +12, Escape Artist +17, Fly +21, Knowledge (planes) +13, Perception +13, Sense Motive +13, Stealth +17
Languages Auran
SQ gaseous
ECOLOGY
Environment
any (Plane of Air)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Gaseous (Ex)
A mihstu can pass through small holes, even cracks, without reducing its speed.
Deadly Embrace (Ex) A mihstu that pins an opponent completely surrounds that creature and deals 1d2 Constitution damage every round as it siphons away blood, tears, and other vital fluids. Maintaining a pin is a free action for a mihstu and it does not gain the grappled condition (allowing it to attack other creatures with its tentacles).
Susceptible to Cold (Ex) Magical cold stuns a mihstu rather than damaging it. If the creature fails its save against a magical cold effect, it is stunned for 1 round and then staggered for an additional 1d4 rounds.
Wind Defense (Ex) The churning winds of a mihstus body automatically deflect nonmagical projectiles (such as arrows, bolts, and sling stones). All other ranged weapons (including magical projectiles and thrown weapons) have a 20% miss chance. Weapons of significant size, such as giant-thrown boulders, siege engine projectiles, and other massive ranged weapons are not affected by this ability.
 

Aerial Servant

A faint ripple in the air suggests a hazy and vaguely humanoid vapor moving with terrible swiftness.

Aerial servants are deadly hunters native to the Plane of Air, though they often wander through planar portals to the Ethereal Plane and sometimes roam the Astral Plane as well. They are generally called to the Material Plane as bounty hunters or assassins, using their natural invisibility and near-faultless tracking skills to pursue their quarry and then strike unseen. They typically scatter enemies with blasts of wind before closing in to strangle their prey. While an aerial servant is easy to confuse with an invisible stalker, the former is far more dangerous, and those who misidentify the creature may not live to regret underestimating it.  Those who call aerial servants must be careful to assign them tasks that are possible for them to complete, as the temperamental elementals occasionally track down and attack their callers if they fail at their assigned tasks.

CR 11 XP 12,800
N
Medium outsider (air, elemental, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC
23, touch 16, flat-footed 17 (+6 Dex, +7 natural)
hp 149 (13d10+78)
Fort +10, Ref +14, Will +10
Defensive Abilities natural invisibility; DR 10/magic; Immune elemental traits
OFFENSE
Speed
fly 60 ft. (perfect)
Melee 2 slams +19 (2d8+6 plus grab)
Special Attacks constrict (2d8+6), smother, sneak attack +2d6, wind blast
STATISTICS
Str
23, Dex 22, Con 23, Int 4, Wis 10, Cha 11
Base Atk +13; CMB +19 (+23 grapple); CMD 35
Feats Combat Reflexes, Following Step, Improved Initiative, Iron Will, Power Attack, Step Up, Step Up and Strike
Skills Fly +20, Knowledge (planes) +5, Perception +16, Stealth +20, Survival +14 (+24 to track)
Racial Modifiers +4 Survival
Languages Auran, Common
SQ improved tracking
ECOLOGY
Environment
any (Plane of Air)
Organization solitary
Treasure none
SPECIAL ABILITIES
Improved Tracking (Ex)
An aerial servant takes no penalty on Survival checks when moving its full speed and gains a +10 bonus on Survival checks to track.
Natural Invisibility (Su) This ability is constantly in effect, even when the aerial servant is attacking, and is not subject to invisibility purge. Against foes that are unable to see invisible creatures, it gains an additional +20 bonus on Stealth checks when moving, or +40 when stationary. On the Astral Plane or the Ethereal Plane, an aerial servant gains concealment (20% miss chance) rather than invisibility.
Wind Blast (Su) Once every 1d4 rounds, as a standard action, an aerial servant can release a blast of wind in an 80-foot line, dealing 8d8 points of bludgeoning damage (Reflex DC 22 half). Medium or smaller creatures that fail their saving throws are knocked prone and pushed 1d4 × 5 feet away. The save DC is Constitution-based.
 

Cloud Dragon

The blue-white scales of this four-horned Dragon exude wisps of fog. The dragon’s snout is short but filled with sharp teeth.

Cloud dragons stay out of the complicated political schemes and obsessions of other dragons (especially the chromatic dragons), preferring to live their lives freely and as the whim to travel strikes them. Exploration and viewing new lands from far above are the cloud dragon’s greatest joy, rivaled only by speaking with new creatures and gaining exotic treasures from them. They keep lairs on high mountain peaks, but are often away on journeys of discovery, returning home only when they’ve claimed a new treasure that needs to be placed in safekeeping back home.

FULL INTERACTIVE CODE COMING SOON

WYRMLINGVERY YOUNGYOUNGJUVENILEYOUNG ADULTADULTMATURE ADULTOLDVERY OLDANCIENTWYRMGREAT WYRM
CE
dragon
Init ; Senses dragon senses; Perception
DEFENSE
AC

hp
Fort , Ref , Will
Immune paralysis, poison, sleep
OFFENSE
Speed 40 ft., burrow 20 ft., climb 30 ft., fly
Melee
Space ft.; Reach
Special Attacks breath weapon
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk ; CMB ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment

Organization solitary
Treasure triple
SPECIAL ABILITIES
 

Anemos

Strong winds whip around this majestic being, and lightning crackles from her eyes and flickers along her skin.

Anemoi are godlike beings from the Plane of Air, masters of the storm and sky. While an anemos appears humanoid in shape, even a cursory glance reveals that its humanlike appearance is a complete facade, for its 6-foot-tall body is composed of solidified air, has no vital organs, and is nearly weightless. The winds themselves obey an anemos, and greater sky deities often task four anemoi with controlling the wind patterns for an entire world on the Material Plane.  Implacable but not malevolent, an anemos guides its winds along the paths dictated by nature, heedless of how the weather patterns help or harm the creatures in their paths, whether through drought, flood, tornadoes, or hurricanes. Mighty heroes sometimes trap an anemos in earth and force it to protect the heroes’ allies or destroy their enemies in exchange for its freedom. While an anemos always honors such agreements, such heroes may find the weather turning against them at a crucial moment many years later.  Anemoi generally have little to do with their own kind, though they may hold court with a plethora of lesser air creatures. Councils of anemoi occur perhaps once every millennium, when the four anemoi who oversee a particular world assemble to confer and debate. Their personalities take on aspects of the winds they guide, and such councils often end in duels of winds, though such duels are always nonlethal due to the anemoi’s regeneration.  Anemoi are particularly fond of music, particularly that of wind instruments, and each can perform as a full wind ensemble with its own winds simultaneously. They appreciate musical talent in their followers, allowing sirens and other creatures with musical skills to join their courts. Despite anemoi’s aloofness, skilled mortal musicians can earn their way into the creatures’ good graces, and romance between anemoi and mortals, while extraordinarily rare, is not impossible.  Though they are beings of air, anemoi usually choose to appear in humanoid form. Many sylphs, sorcerers with an air elemental bloodline, and aerokineticists make grandiose claims about anemos descent, but only a handful have the pedigree to support those claims, and they tend to become notable heroes and villains in their own right.  

ELDER ANEMOI  
While all anemoi are ancient beings with incredible abilities, elder anemoi are closer in power to true gods. Rather than serving as members of councils that control the winds on a world in the Material Plane, the elder anemoi each control notable regions on the Elemental Plane of Air with powerful wind features, such as the Living Hurricane and the Foreverstorm.  Anemoi typically become elder anemoi only after tending a world’s winds from that world’s infancy to its destruction, which would make elder anemoi older than most mortals can fathom. Elder anemoi possess all the powers of a typical anemos as well as 10 mythic ranks and several powerful abilities unique to each individual elder anemos.

CARDINAL WIND ABILITIES
An anemos who is assigned to guide one of a world’s winds gains an additional special ability tied to that wind. Austral: Once per day, as a swift action, an anemos who guides the south winds can whip them into a frenzied dust storm. The storm encompasses a cylinder with a 30- foot radius centered on the anemos, and is 60 feet high. It deals 20d6 points of fire damage to other creatures within the cylinder, blinds them for 1d4 rounds, and knocks them prone. A successful DC 31 Fortitude save halves the damages and negates the other effects.  
Boreal: Once per day, as a swift action, an anemos who guides the north winds can send forth a blast of ice slivers from its hand in a 30-foot line. This shredding blast deals 20d6 points of cold damage to anything in its path, as well as 2d4 points of Dexterity damage, and a damaged creature moves at half speed for 1d4 rounds as the ice infuses its limbs. A successful DC 31 Ref lex save halves the cold damage and negates the other effects.  
Eural: Once per day, an anemos who guides the eastern winds can use them to bring misfortune to any creatures they touch. Creatures within 60 feet of the anemos must attempt a DC 31 Will save to avoid suffering bad luck. If a creature succeeds, its close brush with disaster leaves it shaken for 1d6 rounds. If it fails, for the next 6 rounds, anytime it attempts an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result.  
Zephyr: Once per day, an anemos who guides the western winds can soothe the spirits of any creature touched by its gentle breezes. For 1 minute, creatures within 60 feet of the anemos must attempt DC 31 Will saves each time they attempt to attack or take aggressive actions toward another creature. If a creature succeeds, it can attack as normal. If it fails, it can’t attack and is staggered for 1 minute.   

CR 18 XP 153,600
N
Medium outsider (air, elemental, extraplanar)
Init +14; Senses blindsight 120 ft., darkvision 60 ft.; Perception +33
DEFENSE
AC
34, touch 30, flat-footed 24 (+10 deflection, +10 Dex, +4 natural)
hp 341 (22d10+220); regeneration 15 (earth; see earthbane)
Fort +23, Ref +23, Will +17
Defensive Abilities windblessed; DR 15/—; Immune daze, electricity, elemental traits; Resist cold 30, fire 30; SR 29
Weaknesses earthbane
OFFENSE
Speed
30 ft., fly 480 ft. (perfect)
Melee +5 shock thundering spear +31/+26/+21/+16 (1d8+11/19–20/×3 plus 1d6 electricity)
Ranged thunderstorm blast +32 (20d6+30/19–20 bludgeoning) or electric blast +32 touch (10d6+5/19–20 electricity) or air blast +32 (10d6+20/19–20 half bludgeoning and half electricity)
Special Attacks aerokinesis, infusions (chain, cloud, cyclone, extreme range, gusting infusion, pushing infusion, thundering infusion), manifest thunderbolt, wind orchestra
Spell-Like Abilities (CL 20th; concentration +30)
Constant—fickle winds, freedom of movement
At will—control weather, control winds
1/day—storm of vengeance (DC 29), summon monster IX (1d3 elder air elementals only)
STATISTICS
Str
18, Dex 31, Con 30, Int 23, Wis 26, Cha 31
Base Atk +22; CMB +26; CMD 57
Feats Combat Reflexes, Deadly Aim, Flyby Attack, Improved Critical (kinetic blast), Improved Critical (spear), Improved Initiative, Improved Iron Will, Improved Precise Shot, Iron Will, Point-Blank Shot, Precise Shot
Skills Acrobatics +35, Fly +43, Knowledge (geography) +31, Knowledge (nature) +31, Knowledge (planes) +31, Perception +33, Perform (wind instruments) +37, Sense Motive +33, Spellcraft +28, Stealth +35, Survival +30, Use Magic Device +35
Languages Aquan, Auran, Common, Ignan, Sylvan, Terran
SQ manifest thunderbolt, utility wild talents (air’s reach, greater windsight, ride the blast, windsight), wind form
ECOLOGY
Environment
any sky (Plane of Air or Material Plane)
Organization solitary or council (4)
Treasure triple
SPECIAL ABILITIES
Aerokinesis (Sp, Su)
An anemos has access to a variety of air wild talents as if it were a 20th-level kineticist. As a being of pure wind, it can perform the air and electric simple blasts and the thunderstorm composite blast at no burn cost. The anemos gains infusions and utility talents listed under its other special abilities, but doesn’t gain any other abilities of a 20th-level kineticist.
Air’s Reach (Su) When using thunderstorm blast, electric blast, or air blast, double the blast’s effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast’s effective range, not the area of effect.
Earthbane An anemos’s windblessed ability and regeneration are suppressed whenever any part of the creature is submerged at least 1 inch into earth (including dirt, mud, or clay). While an anemos is airborne, only pure elemental earth attacks (like an earth simple blast or an earth elemental’s slam attack) can suppress the anemos’s regeneration.
Infusions (Su) An anemos has access to the kineticist form and substance infusions  listed in its Special Attacks entry, which it can apply to any of the blasts granted by its aerokinesis ability without needing to accept burn. This applies to only the base burn cost; an anemos can’t accept additional burn to gain a greater effect with infusions such as pushing infusion.
Greater Windsight (Su) An anemos can send a slight breeze in a path up to 480 feet long and then back to where it waits. This allows the anemos to use its windsight wild talent to catch a quick glimpse and hear a tiny snippet from any location that could be reached by the wind traveling that distance (the wind’s path can’t pass through openings smaller than 1 inch in diameter). The breeze travels 100 feet per round, so what it sees and hears is delayed by 1 round for every 50 feet of the path. If the Anemos spends at least 10 minutes to set up a steady flow of wind, it can concentrate for up to 1 minute per level to gain continuous visual and auditory information for as long as it concentrates, delayed by 1 round for every 100 feet the wind travels (since the steady flow of wind has to travel only one way). While there is no invisible sensor to detect with this ability, creatures along the path of the breeze may notice a light wind, though it may not seem out of the ordinary.
Manifest Thunderbolt (Su) An anemos’s spear is an actual thunderbolt, which it can form at will as a free action.
Ride the Blast (Sp) An anemos can use this wild talent as part of activating a kinetic blast. It transforms itself into an element or energy and sends itself along with its kinetic blast. The anemos appears at the end of the blast’s path, adjacent to the blast’s target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn’t work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray).
Wind Form (Ex) An anemos can cause its body to become more diffuse than normal, losing its human-shaped coherence and instead becoming a formless and invisible wind. When an anemos enters wind form, it automatically escapes from any grapples or bindings that managed to hold it despite its freedom of movement, and gains the natural invisibility ability, but can’t use aerokinesis or its spear attack.
Wind Orchestra (Su) An anemos can use the winds themselves as wind instruments, which count as masterwork instruments for the purpose of its Perform (wind instruments) skill. It can use its winds to duplicate the effects of the countersong or dirge of doom bardic performances as if it were a bard with a number of rounds of bardic performance per day equal to its Charisma bonus. Beginning this performance is a swift action.
Windblessed (Su) An anemos is like a god unto the wind, and the wind zealously protects it. It gains a deflection bonus to its AC equal to its Charisma bonus. An anemos is never affected by winds or weather effects unless it chooses to be.
Windsight (Su) An anemos can see through mist and fog (including fog cloud and similar magic). In areas of moderate or stronger wind, it can see and hear as if it was standing at both its own position and a position a number of feet in the wind’s direction equal to the wind’s speed in miles per hour, potentially allowing it to see around corners and other obstacles.