| Size / Type | Large Outsider (Air)
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| Hit Dice | 11d8+22 (72)
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| Initiative | +10 (+6 Dex, +4 Feat)
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| Speed | 30ft, fly 60ft perfect
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| Armor Class | 16 (+6 Dex, -1 Size, +1 Natural)
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| Attacks | 2 claws +13 melee, or greatsword +13/+8/+3 melee, or dart +17/+12/+7 ranged
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| Damage | Claw 2d10+2, greatsword 2d6+3, dart 1d3+2
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| Face / Reach | 10 ft by 5ft / 5ft
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| Sp. Attacks | Control winds, initiative bonus, infuse weapons
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| Sp. Qualities | Damage reduction 10/+1
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| Saves | Fort +9
| Ref +13
| Will +8
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| Abilities | Str 14
| Dex 22
| Con 14
| Int 10
| Wis 12
| Cha 10
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| Skills | Balance +20, Diplomacy +12, Gather Information +12, Knowledge(religion) +10, Spellcraft +10, Spot +15
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| Feats | Fly-by Attack, Improved Initiative, Quick Draw
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| Climate | Any
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| Organization | Solitary or Pack (2-10)
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| Rating (CR) | 9
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| Treasure | None
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| Alignment | Always Neutral
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| Advancement | 12-22HD (Large)
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Control Winds (Su): If the spirit is not occupied with combat he can control winds in a 90 foot radius sphere around him at will. Initiative Bonus (Ex): If fighting against “landlings” they have a +2 initiative bonus. If against any flying creature with less than perfect flying, they only receive a +1 bonus to initiative. If against a creature able to fly just like them, they receive no bonus. Infuse Weapons (Su): Any weapon wielded by a Spirit of Air is treated as +3 for purposes of ignoring damage reduction.
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