Elemental, Air, Medium
- HP
- 30 (4d10+8)
- AC
- 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
- Speed
- fly 100 ft. (perfect)
- Init
- +9
- Melee
- slam +9 (1d6+3)
- BAB
- +4
- CMB
- +6
- CMD
- 22
- Fort
- +6
- Ref
- +9
- Will
- +1
- Defensive Abilities
- air mastery
Weapons: Martial, Simple
whirlwind (DC 14)
Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
<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"> 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 +11, Escape Artist +9, Fly +17, Knowledge (planes) +1, Perception +7, Stealth +10
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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: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
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