XP -- CR 1/3
N Tiny Outsider (elemental, air)
Init +1; Senses darkvision 60 ft.; Perception +4
DEFENSES
AC 15, touch 13, flat-footed 14 (+1 dex, +2 natural, +2 size)
hp 4 (1d10 - 1)
Fort -1, Ref +3, Will +2
Immune to bleed, paralysis, poison, sleep, stun.
Not subject to critical hits, flanking, or extra damage from precision-based attacks.
OFFENSE
Speed 10 ft., fly 30 ft. (poor)
Melee bite +4 (1d3-4)
STATISTICS
Str 2, Dex 12, Con 8, Int 4, Wis 11, Cha 11
Base Atk +1; CMB -1; CMD 10
Feats: Weapon Finesse
Skills Fly +9, Perform (sing) +12, Perception +4
SQ luminescence
SPECIAL ABILITIES
Luminescence (Ex) A zephyr wump's glow provides light in a 10-foot radius. A dead zephyr wump will continue to glow for 1d4 rounds after its death.
Elemental Traits:
Darkvision 60ft
Immune to bleed, paralysis, poison, sleep, stun.
Not subject to critical hits, flanking, or extra damage from precision-based attacks.
Do not eat, breath, or sleep.
Air: always has fly speed, fly as a class skill
Art done by kitaroking