Wind Warrior (CR 4)

Medium Elemental (Air and Extraplanar)
Alignment: Always neutral
Initiative: +5 (Dex); Senses: darkvision 60 ft.


AC: 19 (+5 Dex, +4 natural), touch 15, flat-footed 14
Hit Dice: 6d8+12 (39 hp)
Fort +4, Ref +12, Will +2
Speed: 30 ft., fly 80 ft. (good)
Space: 5 ft./5 ft.
Base Attack +4; Grapple +7
Attack: Longsword +8 melee
Full Attack: 2 longswords +8 melee
Damage: Longsword 1d8+3/19-20
Special Attacks/Actions: Sonic blast
Abilities: Str 16, Dex 20, Con 14, Int 8, Wis 11, Cha 11
Special Qualities: Body suffusion, elemental traits, superior two-weapon fighting
Feats: Dodge; Lightning Reflexes; Weapon Focus (longsword)
Skills: Balance +7, Jump +4, and Tumble +14
Advancement: 7-18 HD (Medium)
Climate/Terrain: Any
Organization: Solitary or troupe (2-5)
Treasure: None

Source: Dungeon #124

Combat

A wind warrior begins combat with a sonic blast before engaging in melee.

Sonic Blast (Su): As a standard action, a wind warrior can clang its longswords together to produce a discordant sonic blast in a 20-foot line. This effect deals 2d6 sonic damage to all within the area (Reflex DC 15 half). The save DC is Constitution-based.

Body Suffusion (Ex): A wind warrior's spirit keeps its body together. If disarmed, its weapon crumbles to dust. At any time thereafter, the wind warrior may generate a replacement weapon as a standard action.

Superior Two-Weapon Fighting (Ex): A wind warrior's essence suffuses its entire body, granting it supreme control over its movements. Wind warriors do not take a penalty on attack or damage rolls for attacking with two weapons.

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).

Extraplanar Subtype

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.