Paraelemental, Smoke-Greater (CR 9)
Huge Elemental (Air and Fire)
Alignment: Usually neutral
Initiative: +14 (+10 Dex, +4 Improved Initiative); Senses: Listen +23 and Spot +23
Languages: Ignan and Auran
AC: 26 (-2 size, +10 Dex, +8 natural), touch 18, flat-footed 16
Hit Dice: 21d8+84 (179 hp); DR: 10/magic
Fort +11, Ref +22, Will +7
Speed: Fly 90 ft. (good)
Space: 5 ft./15 ft.
Base Attack +15; Grapple +19
Attack: Claws +23 melee
Full Attack: Claws +23 melee
Damage: Claws 2d4+7
Special Attacks/Actions: Smoke claws
Abilities: Str 20, Dex 31, Con 18, Int 6, Wis 11, Cha 11
Special Qualities: Elemental
Feats: Dodge; Flyby Attack; Improved Initiative; Mobility; Weapon Finesse (claw)
Skills: Listen +23 and Spot +23
Advancement: 22-23 HD (Huge)
Climate/Terrain: Any land and underground
Manual of the Planes
Smoke paraelementals use their great speed to good effect in combat, flying circles around their land-bound foes.
Smoke Claws (Ex): A smoke paraelemental can engulf opponents by moving on top of them. It fills the air around one opponent smaller than it is without provoking an attack of opportunity. The target must succeed at a Fortitude save (DC 26) or inhale part of the creature. Smoke inside the victim solidifies into a claw or talon and begins to rip at the surrounding organs, dealing double the paraelemental's claw damage automatically. The affected creature can attempt another Fortitude save each subsequent round to cough out the semi-vaporous menace.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
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 creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.