AC 44, touch 30, flat-footed 34 (+10 deflection, +10 Dex, +14 natural)
hp 441 (22d10+320); regeneration 15 (earth; see earthbane)
Fort +23, Ref +23, Will +17
Defensive Abilities windblessed; DR 15/—, 15/epic; Immune elemental traits, dazed, electricity; Resist cold 30, fire 30; SR 39
Weaknesses earthbane
Offense
Speed 30 ft., fly 480 ft. (perfect)
Melee +5 shock thundering spear +31/+26/+21/+16 (1d8+11/19-20/×3 plus 1d6 electricity)
Special Attacks aerokinesis, infusions (), manifest thunderbolt, mythic power (10/day, surge +1d12), wind orchestra
Spell-Like Abilities (CL 20th; concentration +30)
Constant—fickle winds[UM], freedom of movement
At will—control weather, control winds (DC 25)
1/day—storm of vengeance (DC 29), summon monster IX (1d3 elder air elementals only)
Statistics
Str 18, Dex 31, Con 30, Int 23, Wis 26, Cha 31
Base Atk +22; CMB +26; CMD 56
Feats Combat Reflexes, Deadly Aim, Flyby Attack, Improved Critical (kineticist blast), Improved Critical (spear), Improved Initiative, Improved Iron Will, Improved Precise Shot, Iron Will, Point-Blank Shot, Precise Shot
Skills Acrobatics +35, Fly +43, Knowledge (geography) +31, Knowledge (nature) +31, Knowledge (planes) +31, Perception +33, Perform (wind instruments) +37, Sense Motive +33, Spellcraft +28, Stealth +35, Survival +30, Use Magic Device +35
Languages Aquan, Auran, Common, Ignan, Sylvan, Terran
SQ manifest thunderbolt, utility wild talents (), wind form
Other Gear +5 shock thundering spear
Ecology
Environment any sky (plane of air or material plane)
Organization solitary or council (4)
Treasure triple
Special Abilities
Aerokinesis (Sp, Su) No burn for performing air and electric simple blasts or the thunderstorm composite blast.
Blindsight (120 feet) (Ex) Sense things and creatures without seeing them.
Combat Reflexes (11 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (15/-) You have Damage Reduction against all attacks.
Damage Reduction (15/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -6/+12 Trade a penalty to ranged attacks for a bonus to ranged damage.
Earthbane Lose regen and windblessed when submerged in 1 in. of earth.
Elemental Traits Elementals have many immunities.
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Fly (480 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Dazed You are immune to the dazed condition.
Immunity to Electricity You are immune to electricity damage.
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Infusions (Su) No burn for kineticist form and substance infusions for air, electric, or thunderstorm blasts.
Manifest Thunderbolt As a free action, create thunderbolt which functions as +5 shock thundering spear.
Manifest Thunderbolt (Su) As a free action, create thunderbolt which functions as +5 shock thundering spear.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Regeneration 15 (earth; see earthbane) Heal HP quickly and cannot die.
Spell Resistance (39) You have Spell Resistance.
Surge (1d12) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Utility Wild Talents (Sp, Su) Gain a variety of utility talents.
Wind Form (Ex) Become diffuse, escaping any hold and becoming invisible, but can't aerokinesis or spear attack.
Wind Orchestra (10 rounds/day) (Su) Can use wind as mwk instrument. As a swift action, begin bard performance as dirge of doom or countersong.
Windblessed (Su) Never affected by winds or weather effects unless choose to be.
Can't import statblock:
Elder Anemoi CR 23/MR 10 XP 819,200 Elder anemoi (Pathfinder RPG Bestiary 5 21) N Medium outsider (air, elemental, extraplanar, mythic) Init +14; Senses blindsight 120 ft., darkvision 60 ft.; Perception +33
Defense
AC 44, touch 30, flat-footed 34 (+10 deflection, +10 Dex, +14 natural) hp 441 (22d10+320); regeneration 15 (earth; see earthbane) Fort +23, Ref +23, Will +17 Defensive Abilities windblessed; DR 15/—, 15/epic; Immune elemental traits, dazed, electricity; Resist cold 30, fire 30; SR 39 Weaknesses earthbane
Offense
Speed 30 ft., fly 480 ft. (perfect) Melee +5 shock thundering spear +31/+26/+21/+16 (1d8+11/19-20/×3 plus 1d6 electricity) Special Attacks aerokinesis, infusions (), manifest thunderbolt, mythic power (10/day, surge +1d12), wind orchestra Spell-Like Abilities (CL 20th; concentration +30) Constant—fickle winds[UM], freedom of movement At will—control weather, control winds (DC 25) 1/day—storm of vengeance (DC 29), summon monster IX (1d3 elder air elementals only)
Statistics
Str 18, Dex 31, Con 30, Int 23, Wis 26, Cha 31 Base Atk +22; CMB +26; CMD 56 Feats Combat Reflexes, Deadly Aim, Flyby Attack, Improved Critical (kineticist blast), Improved Critical (spear), Improved Initiative, Improved Iron Will, Improved Precise Shot, Iron Will, Point-Blank Shot, Precise Shot Skills Acrobatics +35, Fly +43, Knowledge (geography) +31, Knowledge (nature) +31, Knowledge (planes) +31, Perception +33, Perform (wind instruments) +37, Sense Motive +33, Spellcraft +28, Stealth +35, Survival +30, Use Magic Device +35 Languages Aquan, Auran, Common, Ignan, Sylvan, Terran SQ manifest thunderbolt, utility wild talents (), wind form Other Gear +5 shock thundering spear
Ecology
Environment any sky (plane of air or material plane) Organization solitary or council (4) Treasure triple
Special Abilities
Aerokinesis (Sp, Su) No burn for performing air and electric simple blasts or the thunderstorm composite blast. Blindsight (120 feet) (Ex) Sense things and creatures without seeing them. Combat Reflexes (11 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Damage Reduction (15/-) You have Damage Reduction against all attacks. Damage Reduction (15/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus). Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -6/+12 Trade a penalty to ranged attacks for a bonus to ranged damage. Earthbane Lose regen and windblessed when submerged in 1 in. of earth. Elemental Traits Elementals have many immunities. Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks. Fly (480 feet, Perfect) You can fly! Flyby Attack You can take a standard action during your move action while flying. Immunity to Bleed You are immune to bleed. Immunity to Critical Hits You are immune to Critical Hits Immunity to Dazed You are immune to the dazed condition. Immunity to Electricity You are immune to electricity damage. Immunity to Flanking You are immune to flanking. Immunity to Paralysis You are immune to paralysis. Immunity to Poison You are immune to poison. Immunity to Precision Damage You are immune to Precision Damage Immunity to Sleep You are immune to sleep effects. Immunity to Stunning You are immune to being stunned. Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result. Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment. Infusions (Su) No burn for kineticist form and substance infusions for air, electric, or thunderstorm blasts. Manifest Thunderbolt As a free action, create thunderbolt which functions as +5 shock thundering spear. Manifest Thunderbolt (Su) As a free action, create thunderbolt which functions as +5 shock thundering spear. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Regeneration 15 (earth; see earthbane) Heal HP quickly and cannot die. Spell Resistance (39) You have Spell Resistance. Surge (1d12) Spend a use of mythic power to add the roll of a die to a d20 you just rolled Utility Wild Talents (Sp, Su) Gain a variety of utility talents. Wind Form (Ex) Become diffuse, escaping any hold and becoming invisible, but can't aerokinesis or spear attack. Wind Orchestra (10 rounds/day) (Su) Can use wind as mwk instrument. As a swift action, begin bard performance as dirge of doom or countersong. Windblessed (Su) Never affected by winds or weather effects unless choose to be.