Wind Malevolent (3-4)Creature 3
Source Pathfinder Society Scenario #2-02: Mountain of Sea and Sky
Perception +7 (darkvision)
Languages none
Skills Acrobatics +11, Stealth +9
Str +4, Dex +2, Con +5, Int -4, Wis +0, Cha +0
AC 19; Fort +6; Reflex +11; Will +7;
HP 50
Speed 0 feet (fly 50 feet)
Immunities bleed, paralyzed, poison, sleep
Vacuum Sickle
+11 (+6, +1) to hit 1d8+6 SlashingDissociate

Trigger The wind malevolent would be hit by an effect that deals bludgeoning, piercing, or slashing damage
Effect The wind malevolent dissociates into component elemental wisps while vaguely retaining its weasel-like form. This grants it bludgeoning resistance 5, piercing resistance 5, slashing resistance 5, weakness 5 to area damage, and weakness 5 to splash damage. While in this dissociated form, it can't use its vacuum sickle Strike. The wind malevolent automatically re-forms into its normal form at the beginning of its next turn.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
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.