Dust Twister (CR 3)
Medium Elemental (Air and Extraplanar)
Alignment: Usually neutral
Initiative: +5 (Dex); Senses: darkvision 60 ft., Listen +3, and Spot +4
AC: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Hit Dice: 4d8+8 (26 hp)
Fort +3, Ref +9, Will +1
Speed: 60 ft., fly 5 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +4
Attack: Slam +8 melee
Full Attack: Slam +8 melee
Damage: Slam 1d6+1
Special Attacks/Actions: -
Abilities: Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Special Qualities: elemental traits, strength of the whirlwind
Feats: Combat Reflexes; Flyby Attack; Weapon Finesse
Skills: Listen +3 and Spot +4
Advancement: 5-7 HD (Medium); 8-12 HD (Large)
Climate/Terrain: Warm deserts
Organization: Solitary, company (2-4), or band (6-15)
A dust twister uses a portion of its whirling form to blast foes with its slam attack.
Strength of the Whirlwind (Ex): A dust twister uses its Dexterity score to determine its carrying capacity. A creature or object can be caught up in the body of a dust twister if it touches or enters the whirlwind, or if the dust twister moves through the creature's or object's space. An affected creature that does not wish to be carried along by the dust twister must succeed on a Reflex save when it comes into contact with the whirlwind or be picked up and held safely suspended in the calm eye of the twister. A creature held within the eye of the dust twister can take a move action to extricate itself. If a dust twister wishes, it can expel its passenger in a precipitous manner, dealing 1d6 points of damage to the passenger or cargo as it is dropped upon the ground.
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.