Zephyr HawkCreature 3
Source Pathfinder Monster Core
Perception +7 (darkvision)
Languages none
Skills Acrobatics +13, Stealth +11
Str +2, Dex +4, Con +1, Int -4, Wis +0, Cha +0
AC 18; Fort +6; Reflex +13; Will +7;
HP 36
Speed 0 feet (fly 50 feet)
Immunities bleed, paralyzed, poison, sleep
Wing
+11 (+7, +3) to hit (agile, finesse) 1d8+4 SlashingCircling Attack

The zephyr hawk Flies up to half its Speed, makes two wing Strikes, then Flies up to half its Speed again to return to its original location. The second half of this movement doesn't trigger reactions. Both attacks count toward the zephyr hawk's multiple attack penalty, but the penalty doesn't increase until after it makes both attacks.
Zephyr hawks drift among the currents of the Plane of Air in great flocks. They delight in riding the air currents with no destination in mind.
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.