Orglash* (CR 4)

Medium Elemental (Air, Cold, and Native)
Alignment: Usually chaotic neutral
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: Listen +7 and Spot +7
Languages: Auran


AC: 20 (+5 Dex, +5 natural, touch 15, flat-footed 15
Hit Dice: 4d8+16 (34 hp)
Fort +5, Ref +9, Will +1
Speed: Fly 100 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 plus 1d3 cold
Special Attacks/Actions: Air mastery, cone of cold 3/day, whirlwind
Abilities: Str 12, Dex 21, Con 18, Int 10, Wis 11, Cha 11
Special Qualities: Cold subtype, elemental traits, cold fast healing 3, +2 save bonus against Red Wizard spells
Feats: Flyby Attack; Improved Initiative; Weapon Finesse
Skills: Listen +7 and Spot +7
Advancement: 5-7 HD (Medium-Size)
Climate/Terrain: Cold forest and plains
Organization: Solitary
Treasure: None

Source: Unapproachable East

Combat

The sample orglash uses a medium air elemental as the base creature.

Air Mastery (Ex): Any airborne creature takes a -1 penalty on attack and damage rolls made against an orglash.

Cone of Cold (Sp): 3/day as a 4th-level sorcerer.

Cold Fast Healing (Ex): As long as it has at least 1 hit point, in extremely cold or cold weather conditions, an orglash recovers lost hit points at the rate of 3 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the orglash to regrow or reattach lost body parts.

Cold Subtype (Ex): An orglash is immune to cold damage. Orglashes take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Elemental Traits (Ex): An orglash is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits or flanking. The creature also has darkvision (60-foot range).

Whirlwind (Su): This orglash can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 2 rounds. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and 10 to 30 feet in height.

The orglash's movement while in whirlwind form does not provoke attacks of opportunity, even if it enters the space an- other creature occupies. Another creature might be caught in the whirlwind if it touches or enters it, or if the orglash moves into or through the creature's space. It deals 1d6 points of damage to Small or smaller creatures and may sweep them bodily up. The save DC to avoid the whirlwind is 13. This save is Strength-based.

Creatures trapped in the whirlwind cannot move away except to escape the whirlwind. Creatures caught in the whirlwind can cast spells normally with a successful Concentration check (DC 10 + spell level). Creatures caught in the whirlwind take a -4 penalty to effective Dexterity and a -2 penalty on attack rolls.

An orglash in whirlwind form cannot make slam attacks and does not threaten the area around it.

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).

Cold Subtype

A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Native Subtype

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.

This is a sample creature derived from a Template.