Cyclonic Ravager (CR 15)
Large Elemental (Air and Extraplanar)
Alignment: Always neutral evil
Initiative: +14(+10 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., scent, Listen +26, and Spot +16
Languages: Auran, Common, Infernal
AC: 25 (-1 size, +10 Dex, + 6 deflection), touch 25, flat-footed 15
Hit Dice: 26d8+52 (169 hp); DR: 10/magic
Fort +10, Ref +27, Will +11
Speed: 30 ft. and fly 90 ft. (perfect)
Space: 10 ft.; Reach 10 ft.
Base Attack +19; Grapple +28
Attack: smite of seven winds +28 touch (4d6+7 or 1d6+7; see text)
Special Attacks/Actions: buffeting winds
Attack Options: Combat Reflexes
Abilities: Str 21, Dex 31, Con 15, Int 12, Wis 12, Cha 16
Special Abilities: Deflecting winds, smite of the seven winds, buffeting winds
Special Qualities: Elemental traits:(immune to critical hits, electricity, flanking, paralysis, petrification, poison, sleep effects, sneak attacks, stunning), Miss Chance: 50% (invisibility)
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Weapon Finesse,
Skills: Escape Artist +32, Hide +29, Knowledge (the planes) +13, Listen +26, Move Silently +32, Spot +16, Survival +23 (+25 on other planes), and Use Rope +10 (+12 involving bindings)
Advancement: 27-40 HD (Large)
Climate/Terrain: Any Air
Monster Manual IV
The avatars of Elemental Evil have only recently appeared. Each avatar is the living will of an Prince of Elemental Evil. It contains a tiny fragment of the corresponding prince's essence and exists solely to advance its creator's cause on the Material Plane. The avatars gather at important sites such as recently discovered elemental nodes or other places that might be key to returning the Eye to the world. Sometimes they serve as mighty engines of war for the clerics of the Elder Elemental Eye.
The simmering war between each faction of the Elder Elemental Eye's priests draws in the avatars as well. These creatures are just as likely to turn against each other as they are to ally against a powerful threat.
Deflecting Winds (Su): A cyclonic ravager controls the air around it to knock aside sword blows, arrows, and even magical rays. The ravager gains a +6 deflection bonus to AC.
Smite of Seven Winds (Su): A cyclonic ravager can make a melee touch attack that generates a brief, rending gust of wind within its target. This attack deals 4d6+7 points of damage. Creatures that are not subject to critical hits instead take 1d6+7 points of damage.
Buffeting Winds (Su): As a standard action, a cyclonic ravager can cause a tremendous surge of storm-strength winds in a 100-foot-radius burst centered on itself. A creature within this area must succeed on a DC 28 Reflex save or be pushed up to 30 feet in a direction of the ravager's choice. A creature can choose to fail this save voluntarily. A ravager can push a creature to a location outside the area of this effect, but the pushed creature can't end up in another creature's or object's space. The save DC is Strength-based.
A creature takes a -4 penalty on this save per size category below Medium. Bigger creatures gain a +4 bonus per size category above Medium.
When the ravager activates this ability, it can choose to affect some creatures within its area while ignoring others.
Skills A cyclonic ravager has a +10 racial bonus on Escape Artist, Hide, Listen, Move Silently and Survival checks.
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).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.