Wind Walker (CR 5)
AC: 12 (+3 Dex, size -1), touch 12, flat-footed 9
Hit Dice: 6d8+6 (33 hp)
Fort +3, Ref +5, Will +2
Speed: 35 ft., fly 75 ft.
Space: 10 ft./5 ft. (special)
Base Attack +4; Grapple +3
Attack: Wind force +5
Full Attack: Wind force +5
Damage: Wind force 3d6+3
Special Attacks/Actions: Wind force
Abilities: Str 15, Dex 16, Con 12, Int 12, Wis 10, Cha 10
Special Qualities: Air mastery, air type, telepathy
Feats: Alertness; Improved Initiative; Iron Will; Lightning Reflexes
Skills: Hide +9, Intimidate +7, Listen +6, Move Silently +7, Search +6, and Spot +8
Climate/Terrain: High altitudes/open spaces (Air)
Organization: Solitary or gale (2-3)
Wind force (Ex): The wind buffet attacks everyone within 5' of the wind walker.
Air mastery (Ex): Airborne creatures suffer a -1 penalty to hit and damage rolls against a wind walker.
Air type (Ex): Wind walkers are formed of insubstantial air bodies, and are thus immune to physical attacks. Their bodies are substantial within the ethereal and astral planes, so foes striking from there, or who are ethereal or astrally projecting, can attack them normally. Certain spells can also affect them: control weather kills them, unless the walker makes a successful Fortitude save; a slow spell inflicts 1d6 points of damage per level of the caster, to a maximum of 10d6, and the walker may make a Reflex save for half damage; ice storm drives them away for 1d4 rounds; haste inflicts 1d6 points of damage for every two levels possessed by the caster (5d6 maximum), the walker being permitted a Reflex save for half, but the walker's wind force damage is doubled for the duration of the spell; magical barriers will hold them.
Telepathy (Ex): Wind walkers are naturally telepathic to a distance of 50 feet. Multiple wind walkers acting in concert can work to amplify this, gaining an additional 50' of range per walker involved. Walkers are susceptible to mind-affecting and telepathic attacks.
Wind walkers attack by pure wind force, whipping themselves and the air around them with such power as to buffet and bruise opponents.
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).