Asperi (CR 3)

Large Magical Beast (Air and Cold)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: true seeing, Listen +6, and Spot +7
Languages: Telepathy 100 ft.

AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Hit Dice: 4d10+12 (34 hp)
Fort +7, Ref +6, Will +5
Speed: 60 ft., fly 120 ft. (average)
Space: 10 ft./5 ft.
Base Attack +4; Grapple +12
Attack: Hoof +7 melee
Full Attack: 2 hooves +7 melee and bite +2 melee
Damage: Hoof 1d6+4, bite 1d3+2
Special Attacks/Actions:
Abilities: Str 18, Dex 16, Con 16, Int 15, Wis 15, Cha 15
Special Qualities: feather fall, ride the wind, immunities, cold subtype
Feats: Alertness; Flyby Attack
Skills: Intimidate +7, Listen +6, Spot +7, and Survival +8
Advancement: 5-12 HD (Large)
Climate/Terrain: Cold and temperate mountains
Organization: Solitary or herd (2-4)
Treasure: None

Source: Monster Manual II


They are gentle beings and avoid combat, but if pressed, they are quite capable of defending themselves. Asperiis attack with their hooves and bite.

True Seeing (Su): An asperii can continuously see things as they are with a range of 120 feet. This functions as the true seeing spell; it can be dispelled, but the asperii can restart it again on its next turn as a free action.

Feather Fall (Su): Four times per day, an asperii can use feather fall on itself or a creature it touches. This functions as the spell cast by an 8th-level sorcerer.

Ride the Wind (Su): Asperii are able to ride air currents of natural or magical nature. This allows an asperii to add 5 feet to its fly speed for each mile per hour of wind over 20.

Immunities (Ex): Asperii are immune to all gaze attacks.

Cold Subtype (Ex): Cold immunity, double damage from fire, except on a successful save.

Telepathy (Su): Asperiis can communicate telepathically with any creature within 100 feet that has a language.

Skills: Asperiis receive a +4 racial bonus to Listen, Search, and Spot checks.

The Asperii first appeared in Dragon #89 (in the original "Creature Catalog" section) as the Wind Steed. It later appeared in MC3, and MC annual 4.

Air Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).

Cold Subtype

A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.