Elemental, Air, Large
- HP
- 68 (8d10+24)
- AC
- 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, -1 size)
- Speed
- fly 100 ft. (perfect)
- Init
- +11
- Melee
- 2 slams +14 (1d8+4)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +8
- CMB
- +13
- CMD
- 31
- Fort
- +9
- Ref
- +13
- Will
- +2
- DR
- 5/-
- Defensive Abilities
- air mastery
Weapons: Martial, Simple
whirlwind (DC 18)
Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>
<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>
Acrobatics +15, Escape Artist +15, Fly +21, Knowledge (planes) +5, Perception +11, Stealth +11
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Mobility (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
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