Zephyr

Zephyr
This fluttering ghostly shape is a large linen sheet, its contours contorted into the crude semblance of a humanoid face and limbs.
Strange amalgamations of elemental spirits and material bodies, zephyrs are created by spellcasters by binding an air elemental into a cloth body. Sheets and blankets are the most common materials used, but dresses, robes and other long garments are not unheard of. The spirits so used are weak and pitiful things, incapable of manifesting a body of their own, so they typically enjoy the prospect of a solid form. Zephyrs are capricious and mischievous creatures that enjoy playing pranks on whatever creatures they come across. Sterner spellcasters may frown on these shenanigans and either kill or abandon their eldritch creations, but chaotic souls may forge a closer bond with their zephyr. A chaotic spellcaster of at least 5th level can take a zephyr as a familiar with the Improved Familiar feat.
Zephyrs left to their own devices tend to congregate in abandoned households, old buildings and anywhere else a pile of cloth could remain unnoticed. Their attacks on interlopers tend to be more playful and prankish than threatening, but if approached with lethal force they will respond in kind. Their movement on the ground is a shuffling crawl, but if the winds are right they can take awkwardly to the air. Zephyrs are envious of anything more skilled at flying than they, and magical items that provide true flight are coveted by these creatures. Despite their origins with mortal magic, they are still treated as extraplanar creatures—any spell that banishes or dismisses a zephyr sends only the soul to the Plane of Air, leaving behind mundane cloth.
New Spell: Call Zephyr
School conjuration (calling) Level sorcerer/wizard 3, witch 3
Casting Time 1 hour
Components V, S, M (cloth at least 5 ft. square worth 5 gp)
Range touch
Target one piece of cloth
Duration permanent
Saving Throw no Spell Resistance none
This spell calls a minor elemental spirit from the Plane of Air and binds it within a shell of fabric, creating a zephyr. This zephyr is not under the control of the caster and may be won over by use of Diplomacy or magic; its starting attitude is indifferent.
Zephyr CR 1
XP 400
CN Medium outsider (air, elemental, extraplanar)
Init +2; Senses darkvision 60 ft., Perception +6
Defenses
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 Dodge)
hp 13 (3d10-3)
Fort +0, Ref +6, Will +4
DR 10/ slashing or piercing; Immune elemental traits
Offense
Speed 30 ft., fly 30 ft. (poor)
Melee 2 slams +3 (1d4)
Special Attacks blind, constrict (1d4), grab
Spell-like Abilities CL 3rd, concentration +4
At will—dancing lights, ghost sound (DC 11), open/close
1/day—cause fear (DC 12), gust of wind (DC 13)
Statistics
Str 10, Dex 14, Con 8, Int 9, Wis 11, Cha 13
Base Atk +3; CMB +3 (+7 grapple); CMD 15
Feats Dodge, Step Up
Skills Bluff +7,Fly +4, Intimidate +7, Perception +6, Stealth +8
Languages Auran
SQ camouflage, padded blows, wind flight
Ecology
Environment Any land or underground
Organization Solitary, pair or closet (3-6)
Treasure incidental
Special Abilities
Blind (Ex) A creature grappled by a zephyr is considered to be blinded until the grapple is broken.
Camouflage (Ex) A zephyr can take 20 on Stealth checks by standing completely still and resembling a mundane sheet. If it moves, it loses this bonus and must roll a Stealth check.
Padded Blows (Ex) Due to the soft construction of its body, a zephyr can deal nonlethal damage with its slam attacks and constrict ability without penalty.
Wind Flight (Ex) Zephyrs can only fly using the wind. A zephyr can fly at a speed of 30 feet if it flies in the direction the wind is blowing. It can only fly at a speed of 15 feet if it moves perpendicularly to the direction of the wind, and cannot move directly against the wind. In completely still air, it cannot fly at all. A zephyr never takes a penalty for flying in winds of any speed.