The Zephyr

Medium Ersheghlien

Hit Dice: 12d8+24 (81 hp)

Initiative: +3 (Dex)

Speed: 30 ft., fly 80 ft. (perfect)

AC: 20 (+3 dex, +6 natural, +1 dodge)

Attacks: Fist +6 melee

Damage: 1d3 S

Face/Reach: 5 ft./5 ft.

Special Attacks: Air Mastery, Gaseous Form, Gust of Wind

Saves: Fort +6, Reflex +7, Will +4

Abilities: Str 6, Dex 16, Con 14, Int 12, Wis 10, Cha 18

Skills: Animal Empathy +17, Handle Animal +11, Listen +12, Move Silently

+15, Spot +11

Feats: Alertness, Endurance, Improved Initiative, Flyby Attack, Dodge

Climate/Terrain: Any open sky

Organization: Solitary or with assorted creatures of the sky

Challenge Rating: 12

Treasure: None

Alignment: Neutral good

Blood Abilities: Azrai, minor, 22. Bloodform(Major)

Blood Abilities in BP Format: An(4/26) BForm(3) AnAf(4/2/1)

Advancement: By character class

The Zephyr appears as a slim, humanoid female. Her transformation,

however, has been significant enough that she could not be confused for a

human. Aside from the soft glow that illuminates a 10` radius around her

body, she has grown almost impossibly lithe and flexible. He clothing and

hair seem to be in gentle but constant motion, flowing with the wind. Her

limbs and torso also seem to be perpetually moving, as if her entire being

were keeping time with some aeolian rhythm that one she can hear. Her

thin, v-shaped face is obviously no longer human. She has a pronounced

brow, and eyes that glow with an inner light. Her nose has become flat,

almost vestigial, and her mouth is small and nearly lipless. When she

speaks it is in breathy tones like that of a flute.

The Zephyr has many friends amongst creatures of the air. Though she

does nothing so crass as "train" or keep any such animals as pets, they do

obey her out of loyalty and respect when called upon, and many accompany

her out of sheer adoration. If attacked these creatures will defend her to

the death.

Air Mastery: Airborne creatures suffer a -1 circumstance penalty to

attack and damage rolls against the Zephyr.

Gaseous Form: The Zephyr may assume Gaseous Form (as the spell) at will.

Gust of Wind: The Zephyr may create a gust of wind (as the spell) at will.