| Hit Dice: | 11d10+33 (93 hp) |
| Initiative: | +5 |
| Speed: | 30 ft. (6 squares), climb 40 ft., fly 60 ft. (average) |
| Armor Class: | 26 (−1 size, +5 Dex, +12 natural), touch 14, flat-footed 21 |
| Base Attack/Grapple: | +11/+19 |
| Attack: | +1 heavy mace +15 melee (2d6+5) |
| Full Attack: | +1 heavy mace +15/+10/+5 melee (2d6+5) and bite +12 melee (1d6+2) and wing buffet +12 melee (1d4+2) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Air mastery, spell-like abilities, spells, whirlwind |
| Special Qualities: | Darkvision 60 ft., damage reduction 10/magic, immunity to air effects, low-light vision, scent, spell resistance 23 |
| Saves: | Fort +10, Ref +12, Will +6 |
| Abilities: | Str 19, Dex 20, Con 17, Int 14, Wis 17, Cha 16 |
| Skills: | Climb +12, Concentration +14, Hide +13, Listen +14, Search +13, Spot +14; racial bonuses |
| Feats: | Combat Expertise, Hover, Improved Trip, Multiattack |
| Environment: | Any land |
| Organization: | Solitary, pair, or troop (5–12) |
| Challenge Rating: | 11 |
| Treasure: | Standard |
| Alignment: | Usually neutral |
| Advancement: | 12–16 HD (Large); 17–33 HD (Huge) ♊ |
| Level Adjustment: | — |
Spirits of the air are whimsical creatures that serve deities of the wind and sky, or even nondeific powers that deal in the same areas. They travel the upper parts of the atmosphere near windy mountaintops as well as the windswept plains of the lowlands. Wherever there is wind, you can find sprits of the air catching updrafts and soaring through the clouds.
A spirit of the air resembles a monkey, roughly 10 feet tall, with elongated fingers that form the ribs of its fanlike wings. The coloration of their furred bodies ranges from dark brown to blond, and their tusked mouths have a mirthful set, even when the spirits are engaged in battle. A spirit of the air’s mouth sports two tusks that curl up toward the creature’s nose, then out toward its cheeks. In its long, prehensile tail is typically clutched a heavy mace.
Spirits of the air claim windy areas as their territories. Due to their remarkable mobility, these territories sometimes stretch for hundreds of miles. Creatures that pass within are generally unmolested, but the sprits sometimes take offense at unseen slights and rush to attack interlopers.
Spirits of the air speak Auran, Draconic, and Giant.
Spirits of the air fight while hovering whenever possible. They use their spell-like abilities from a distance, then close to melee. If their maces are not particularly successful, they resort to their whirlwind attack.
Air Mastery (Ex): A spirit of the air gains a +1 bonus on its attack and damage rolls if its opponent is airborne.
Spell-Like Abilities: At will—call lightning, control winds, detect magic; 1/day—confusion, control weather, whirlwind, wind walk. Caster level 15th; save DC 13 + spell level.
Spells: A spirit of the air casts divine spells as a 7th-level cleric with the Air and Luck domains (6/6/5/4/2; save DC 13 + spell level). A typical spell list: 0—create water, cure minor wounds, light, resistance, virtue; 1st—command, comprehend languages, divine favor, entropic shield*, summon monster I; 2nd—aid, animal messenger, cure moderate wounds, enthrall, wind wall*; 3rd—dispel magic, invisibility purge, magic vestment, protection from energy*; 4th—freedom of movement*, summon monster IV.
Whirlwind (Su): A spirit of the air can transform itself into a whirlwind once per day and remain in that form for up to 10 rounds. In this form, a spirit of the air can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at its base, 20 feet wide at the top, and 30 feet tall. The spirit of the air controls the whirlwind’s exact height (using a standard action to get taller or shorter), but it must be at least 10 feet tall.
Creatures one or more sizes smaller than that spirit of the air might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 20) when it comes into contact with the whirlwind or take 2d6 points of damage. It must also succeed on a second Reflex (DC 20) save or be picked up bodily and held suspended in the powerful winds, automatically taking 2d6 points of damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
A spirit of the air can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the spirit of the air and has a diameter equal to half the whirlwind’s height. The cloud obscures vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (20% miss chance), while those farther away have total concealment (50% miss chance). Those caught in the cloud must succeed on a Concentration check (DC 20) to cast a spell.
Immunity to Air Effects (Ex): A spirit of the air is immune to strong winds or any air-related effects.
Skills: Spirits of the air have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Source: Fiend Folio, page 160. Changes applied as per the D&D® v.3.5 Accessory Update. Heavy mace damage adjusted for the creature’s size. Changed one-half concealment to concealment in Whirlwind special attack description.