Genasi, Air (CR 1/2)
Medium Outsider (Native)
Alignment: Often neutral
Initiative: +1 (Dex); Senses: Spot +0
AC: 13 (+1 Dex, +2 leather), touch 11, flat-footed 12
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +1, Will -2
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Rapier +2 melee
Full Attack: Rapier +2 melee
Damage: Rapier 1d8+1
Special Attacks/Actions: Mingle with wind, air resistance
Abilities: Str 13, Dex 13, Con 12, Int 12, Wis 7, Cha 6
Skills: Hide +3, Move Silently +3, Spot +0, and Tumble +3
Advancement: By character class
Climate/Terrain: Any land
Mingle with Wind (Sp): Once per day, an air genasi can cast levitate as a 5th-level sorcerer.
Air Resistance (Ex): Air genasi gain a +1 racial bonus on all saving throws against air spells and effects. This bonus increases by +1 for every five additional levels the genasi attains. Air genasi do not breathe, so they are immune to most gas attacks, drowning, and suffocation.
The favored class of all genasi is fighter, though many clerics, wizards, and sorcerers are found among them. Genasi clerics always have access to their own elemental domain (Air, Earth, Fire, or Water), as well as one other domain of their choice.
In The Realms
Denizens of all the planes pass through Faerûn with surprising frequency, and half-planar and planetouched children are often the result. Genasi are usually found either in isolated wilderness areas or in sophisticated urban centers such as Waterdeep, where their unusual appearance raises few eyebrows.
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).
Unlike true outsiders, native outsiders need to eat and sleep.