Air elemental

Among the swiftest and most agile creatures in existence, Air elementals are often summoned for use in great battles over vast stretches of open terrain.

Like other Elementals, Air elementals are outsiders. They inhabit elemental plane of Air.

Sizes
Air elementals come in four different sizes to choose from:
 * Standard economy size
 * Huge
 * Greater
 * Elder

Characteristics
Race: Outsider

Alignment: Neutral

AC: 18, 23 (Huge), 26 (Greater), 27 (Elder)

HD: 4, 16 (Huge), 21 (Greater), 24 (Elder)

Good saves: Reflex

Poor saves: -

CR: 4, 13 (Huge), 18 (Greater), 20 (Elder)

Attacks

 * Normal: Slam 1d6+1
 * Huge: Slam 2d8+4
 * Greater: Slam 2d8+5
 * Elder: Slam 2d8+6

Special Attacks

 * 1 x Pulse, Air Elemental Whirlwind

The elemental detaches a portion of itself and hurls it at its attackers, suffering a loss of 50% of its hit points in the process. All creatures hostile to the elemental must make a DC14 reflex save or be knocked prone, also taking damage as follows:
 * Normal: 2d3
 * Huge: 8d3
 * Greater: 10d3
 * Elder: 12d3

Special Defenses

 * Damage Reduction: +2 soak 10 (Huge, Greater), +3 soak 15 (Elder)
 * Immunity: Disease
 * Immunity: Critical hit
 * Immunity: Mind spells
 * Immunity: Paralysis
 * Immunity: Poison
 * Immunity: Sneak attack

Skills
A Air elemental has good ranks in the following skills:
 * Listen
 * Spot

Feats

 * Darkvision
 * Dodge (All except smallest)
 * Mobility (Greater, Elder)
 * Weapon Finesse
 * Weapon proficiency (creature)

Special Abilities
None