Wind Creature (3.5e Template)
From D&D Wiki
Wind creatures are creatures that are found on the elemental plane of air, although they resemble beings found on other planes. Wind creatures tend to be whiter or blueish in color. They are also layed back & have a smoother personality than other creatures found in other planes.
Creating a Wind Creature
“Wind” is an inherited or acquired template that can be applied to any creature (referred to hereafter as the base creature). A wind creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.
Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Wind creatures gain the air subtype. Wind creatures encountered outside the elemental plane of air also have the extraplanar subtype.
A wind creature retains all of the special attacks the base creature had plus also has the following special attacks:
Gust of Wind (Ex): A wind creature may seize control of the winds themselves and create powerful gusts from as weak as a light wind up to a powerful tornado.(see SRD:Weather/Winds)
Wind Wall (Ex): An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points. this can be surpressed at will.
Breath Weapon (Su): 50-ft cone 3/day damage 4D8 cold, Reflex DC 17 half save DC is Constitution-Based
A wind creature has the following spell-like abilities: At Will-Control Winds, Favorable Wind 3/day- Boreal Wind, Wind Walk, Whirlwind (3D6 initial-1D8 per round if sustained, moves through the air, along the ground, or over water at a speed of 60 feet per round, DC (10+Dex Modifier) reflex save negates); Caster level equals the creature’s HD, and the save DC is Charisma-based.
A wind creature retains all the special qualities of the base creature and also gains the following. Immunity to Air Takes X1.5 times as much damage from all electric damage. Bonus languages: Abbysal or Celestial
Increase from the base creature as follows: Strength +4, Wisdom +2.
The elemental plane of Air.
As base creature
HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.
Same as the base creature +1.