Vortex (CR 2)
AC: 20 (+3 Dex, +2 size, +5 special), touch 20, flat-footed 17
Hit Dice: 2d8+2 (11 hp)
Fort +1, Ref +3, Will -5
Speed: Fly 35 ft. (70 ft.) (perfect)
Base Attack +1; Grapple -11
Attack: Vortex +6
Full Attack: Vortex +6
Damage: Vortex max 1d3+7 per round
Special Attacks/Actions: Vortex
Abilities: Str 20*, Dex 16, Con 12, Int 1, Wis 1, Cha 5
Special Qualities: Air mastery
Feats: Lightning Reflexes
Organization: Solitary or cluster (2-8)
Vortex (Ex): Vortices create whirlwinds, and attempt to snare foes within them. Once a successful hit has been scored, a victim has been taken in to the vortex, and will suffer automatic damage each round until freed or the vortex is slain. Freeing oneself requires an Escape Artist check (DC 30) or the ability to fly at speeds greater than 50' at average or better quality.
The whirlwind created by a vortex is quite a powerful force, but requires a short period of time to bring to full effect. While the attack bonus used remains the same regardless of the length of time, the effects of the whirlwind increase. Regardless of the current whirlwind's power, a victim suffers no damage during the first round of ensnarement. On subsequent rounds, the victim will suffer 1d3 points of damage, plus one point per round the whirlwind has been in existence beyond the first, to a maximum of 1d3+7. Thus, for example, a whirlwind that has been in existence for 4 rounds total would inflict 1d3+3 points of damage. Additionally, there is a chance that the force of being hurled about within the whirlwind will slay the victim outright. Each round beyond the first, the victim must make a Fortitude check, DC equal to 5 plus the current damage modifier of the whirlwind. Thus, a 4-round whirlwind would require a save at DC 8.
In addition to the damaging qualities of the whirlwind, the vortex gains additional protection from its spiral winds. Its rapid movement, small size, and buffetting whirlwind conspire to provide it a +5 special AC bonus. If prevented from producing its whirlwind in some way, or when not surrounded by spiral winds, the vortex does not receive this bonus, and possesses an AC of 15.
The creature's Strength score reflects the effective Strength of the created whirlwind. The creature in itself possesses a Strength score of 8.
Air Mastery (Ex): Airborne creatures suffer a -1 penalty to hit and damage rolls against a vortex.
Vortices attack and defend themselves by moving rapidly in circles, creating powerful whirlwinds as they do so.
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).