Elemental HurricaneCreature 11
Source Pathfinder Monster Core
Perception +20 (darkvision)
Languages Sussuran
Skills Acrobatics +24, Athletics +21, Stealth +22
Str +6, Dex +7, Con +4, Int +0, Wis +3, Cha +0
AC 32; Fort +19; Reflex +24; Will +18;
HP 140
Speed 0 feet (fly 100 feet)
Immunities bleed, paralyzed, poison, sleep
Gust
+24 (+19, +14) to hit (finesse, reach 20) 2d10+12 BludgeoningLightning Lash
+24 (+19, +14) to hit 2d12+6 ElectricityDisperse

Trigger The elemental hurricane takes damage from a hostile action.
Effect The elemental hurricane disperses.
Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the elemental hurricane reforms in any space in which it can fit within 100 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed.
High Winds (air, aura)40 feet.
Air within the emanation is difficult terrain for Flying creatures that don't have the air trait.
SwiftnessThe elemental's movement doesn't trigger reactions.
Gale Breath
(air)The elemental exhales a 30-foot cone of air. Creatures in the cone must succeed at a DC 29 fortitude save or be knocked away from the elemental.
A creature knocked into a solid object stops moving and takes 10d6 bludgeoning damage (roll the damage once for all creatures).
The elemental hurricane can't use Gale Breath again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature is pushed 20 feet.
Failure The creature is pushed 40 feet.
Critical Failure The creature is pushed 40 feet and knocked Prone.
Push 10 feet
Requirements The monster's last action was a successful Strike that lists Push in its damage entry
Effect The monster attempts to [/act shove] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.
Elemental hurricanes embody the ferocity of violent windstorms.
Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes. They're noted for being elusive, swift, and often difficult to detect due to being composed primarily of air.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AirEffects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.