Breathdrinker (CR 7)

Medium Elemental (Air)
Alignment: Always chaotic evil
Initiative: +6 (Dex); Senses: Spot +9
Languages: Common and Auran


AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Hit Dice: 8d8+24 (60 hp); DR: 10/magic
Fort +5, Ref +8, Will +3
Speed: Fly 80 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +4; Grapple +4
Attack: Wind scythe +6 melee
Full Attack: Wind scythe +6 melee
Damage: Wind scythe 2d4
Special Attacks/Actions: Fear gaze, steal breath
Abilities: Str 11, Dex 15, Con 16, Int 14, Wis 13, Cha 14
Special Qualities: Air mastery, elemental traits, invisibility
Feats: Flyby Attack; Improved Initiative; Track
Skills: Hide +12, Move Silently +10, Search +12, Spot +9, and Survival +9
Advancement: 9-16 HD (Large), 17-24 (Huge)
Climate/Terrain: Any temperate
Organization: Solitary
Treasure: None

Source: Monster Manual II

Combat

A breathdrinker lurks invisibly when at rest, waiting for prey to wander near. The creature spends some time stalking and watching its victims so it can analyze the best method of attack. The breathdrinker is single-minded to a fault; once it selects a victim it will not rest until it has fully fed from the creature's lungs. It defends itself by lashing others with a scythe-shaped plane of pressurized air. It never uses its wind scythe attack against its chosen victim, however. A breath-drinker often chooses to track its victim and waits for the unfortunate creature to fall asleep before attempting to steal its breath. A satiated breathdrinker flees to digest its meal (which usually takes several days) before setting out to hunt once again.

Gaze of Terror (Su): Anyone who meets the glowing red eyes of a breathdrinker must make a Will saving throw (DC 16) or become paralyzed in terror for 1d4 rounds. This gaze attack has a range of 30 feet.

Steal Breath (Su): The breathdrinker can attempt to steal the breath of a helpless victim in melee range. This is a full-round action for the breathdrinker. The victim of this attack must make a successful Fortitude saving throw (DC 16) each round as the breathdrinker tries to suck out the air in the victims lungs. Each round the saving throw is failed, the victim suffers 1d6 points of temporary Constitution damage; each point of Constitution lost heals the breathdrinker of 5 points of damage. Once the victim's Constitution reaches zero, he dies and the breathdrinker retreats to its lair to digest its meal.

Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against a breathdrinker.

Elemental (Ex): The breathdrinker is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits and cannot be flanked. It has darkvision with a range of 60 feet.

Invisibility (Su): A breathdrinker can make itself invisible as a free action.

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).