Arrowhawk, Juvenile (CR 3)

Small Outsider (Air and Extraplanar)
Alignment: Always neutral
Initiative: +5 (Dex); Senses: darkvision 60 ft., Listen +7, and Spot +7

AC: 20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15
Hit Dice: 3d8+3 (16 hp)
Fort +4, Ref +8, Will +4
Speed: Fly 60 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +0
Attack: Electricity ray +9 ranged touch; or bite +9 melee
Full Attack: Electricity ray +9 ranged touch; or bite +9 melee
Damage: Electricity ray 2d6; or bite 1d6+1
Special Attacks/Actions: Electricity ray
Abilities: Str 12, Dex 21, Con 12, Int 10, Wis 13, Cha 13
Special Qualities: immunity to acid, electricity, and poison, resistance to cold 10 and fire 10
Feats: Dodge; Weapon Finesse (bite)
Skills: +9 Plane of Air), Diplomacy +3, Escape Artist +11, Knowledge (the planes) +6, Listen +7, Move Silently +7, Search +7, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks, and Use Rope +5 (+7 with bindings)
Advancement: 4-6 HD (small)
Climate/Terrain: Elemental Plane of Air
Organization: Solitary or clutch (2-4)
Treasure/Possessions: None

Source: Monster Manual

Electricity Ray (Su): An arrowhawk can fire this ray once a round with a range of 45 feet.

Immunities (Ex): Arrowhawks have acid, electricity, and poison immunity.

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.