Tempestan (CR 2)
AC: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Hit Dice: 3d8 (13 hp)
Fort +1, Ref +6, Will +1
Speed: Fly 30 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +2; Grapple -2
Attack: Slam +6 melee
Full Attack: slam +6 melee
Damage: Slam 1d4
Abilities: Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 12
Special Qualities: Elemental traits
Feats: Combat Manifestation; Flyby Attack; Improved Initiative; Improved Natural Attack; Weapon Finesse
Skills: Concentration +7, Gather Information +7, Listen +0, Psicraft +7, and Spot +0
Climate/Terrain: Elemental Plane of Air
Organization: Solitary or community
Treasure/Possessions: None or 500 gp in gems
Elemental stewards devote themselves to lives of servitude, competing with one another to be called to service in the hope that one day a psionic character might call them to serve permanently as an elemental envoy (see the Elemental Envoy feat).
Storm-dark clouds whirl in wind-whipped streamers around the angular gray body of this little humanoid-shaped elemental. Its enormous eyes spark with electrical potential.
Psi-Like Abilities (ML 2nd): 2/day - energy ray (electricity, +5 ranged touch, 2d6 damage), control air (+/-30 mph wind speed), demoralize (DC 12)
Tempestans inhabit the Elemental Plane of Air, where they flit from place to place, gathering and redistributing the energy of the storm. Of all the elemental stewards, tempestans are the most "elemental" in demeanor, being wholly concerned with the exultation of air and storm and less so with community, interaction, or mannerly conduct.
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.