Mhistu (CR 7)
AC: 22 (+7 Dex, +5 natural), touch 17, flat-footed 17
Hit Dice: 8d8+8 (44 hp); DR: 20/magic
Fort +3, Ref +9, Will +4
Speed: Fly/seep 15 ft. (good)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +1
Attack: 4 tentacles +13
Full Attack: 4 tentacles +13
Damage: Tentacles 1d6+1
Special Attacks/Actions: Improved Grab, Envelop
Abilities: Str 12, Dex 24, Con 12, Int 12, Wis 15, Cha 12
Special Qualities: Missile immunities, cold susceptibility, SR 15
Feats: Improved Initiative; Lightning Reflexes; Multiattack; Weapon Finesse (tentacles)
Skills: Bluff +6, Hide +12, Intimidate +7, Move Silently +13, Search +6, Sense Motive +7, and Spot +8
Climate/Terrain: Any (Air)
Organization: Solitary or fog (2-4)
Improved grab (Ex): Mhistu may attempt to grab a foe with their tentacles instead of using their sharp tips to lash. This requires a grapple check, but inflicts no damage. A grabbed foe may be enveloped during the next round.
Envelop (Ex): Incapacitated or grappled foes may be enveloped by a mhistu. Enveloped victims automatically lose one point of temporary Constitution per round.
Missile immunities (Ex): Mhistu are immune to all forms of direct missile attacks, including magical ones such as lightning bolt, magic missile, etc.
Cold susceptibility (Ex): Mhistu are susceptible to cold-based spells. Any such spell will stun them for 2d6 rounds.
To attack, mhistu form tentacle-like appendages from their bodies. They can use four such appendages at a single time. The tentacles are tipped with vicious, talon-like claws.
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).