This creature was built using the handy elemental creature template. The following text is Open Game Content:
The air shimmers and swims, as a large and blurry shape -- looking almost like a great fish -- flies toward you.
Always N Large elemental (air, aquatic, extraplanar)
Init +8; Senses blindsense, darkvision 60 ft., keen scent; Listen +8, Spot +7
AC 17, touch 13, flat footed 13
(-1 size, +4 Dex, +4 natural)
hp 38 (7 HD)
Immune critical hits, flanking, poison, sleep, paralysis, and stunning
Fort +8, Ref +9, Will +3
Spd fly 120 (average), swim 60 ft
Melee bite +7 (1d8+4)
Space 10 ft; Reach 5 ft
Base Atk +5; Grp +12
Special Atk air mastery, whirlwind
Abilities Str 17, Dex 19, Con 13, Int 1, Wis 12, Cha 2
SQ elemental traits
Feats Alertness, Great Fortitude, Improved Initiative
Skills Listen +8, Spot +7, Swim +11
Environment Elemental Plane of Air
Organization solitary, school (2-5), or pack (6-11)
Advancement 8-9 HD (Large)
Blindsense (Ex) An aeolian shark can locate creatures within a 30-foot radius.
Keen Scent (Ex) An aeolian shark can notice creatures by scent in a 180-foot radius and detect blood at ranges of up to a mile.
Air Mastery (Ex) Airborne creatures suffer a -1 penalty to attack and damage rolls against an aeolian shark.
Whirlwind (Su) The aeolian shark can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 3 rounds. In this form, the shark can move through the air or along a surface at its fly speed. The whirlwind is 5 ft wide at the base, up to 30 ft wide at the top, and 10-20 ft tall. The shark controls the exact height, but it must be at least 10 feet.
The shark's movement while in whirlwind form does not provoke attacks of opportunity, even if the shark enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the shark moves into or through the creature's space.
Tiny or smaller creatures caught in the whirlwind must succeed at a DC 15 Reflex save when coming into contact with the whirlwind or be lifted into the air and take 1d4 damage. The creature must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the 1d4 damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the shark carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The shark can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume. The shark can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned shark always ejects trapped creatures before returning to its home plane.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the shark and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An aeolian shark in whirlwind form cannot make bite attacks and does not threaten the area around it.
These carnivorous elementals are aggressive and liable to make unprovoked attacks against anything that approaches them.
Aeolian sharks circle and observe potential prey, then dart in and bite with their powerful jaws.