Large Elemental (Air, Extraplanar)
Hit Dice: 8d8+16 (52 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: Fly 150 ft. (perfect) (30 squares)
Armor Class: 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
Base Attack/Grapple: +6 / +12
Attack: Slam +12 melee (1d8+2)
Full Attack: Slam +12 melee (1d8+2)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: Pollute Atmosphere
Special Qualities: Damage Resistence 5/magic, Elemental Traits, Refresh Atmosphere, Spell Resistance 16
Saves: Fort +4, Ref +13, Will +4
Abilities: Str 14, Dex 25, Con 14, Int 4, Wis 14, Cha 14
Skills: Spot +13
Feats: Dodge, Flyby Attack, Improved Initiative, Weapon FinesseB
Environment: Wildspace
Organization: Blessing (5-20)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral good
Advancement: 9-11 HD (Large), 12-24 (Huge)
Level Adjustment:

The creature moves silently, its great, manta-like shape leaving behind a glowing vapor trail.

These playful creatures can be found swimming through the emptiness of wildspace. They are loved by spelljammer crews, who consider a sighting to bring luck on their journey.

Wake angels have a build similar to terrestrial manta-rays, with wide (about 15' wingspan), flat bodies and a tail that's twice as long as they are wide. Their flesh is translucent, and glows with colors ranging from white to pale pinks, blues and greens. A gossamer trail follows their wings as they fly.

Attracted by strong magic, such as the wake generated by a helm (from which they get their name), wake angels have been known to follow ships for days at a time. They often fly through the atmosphere of ships whose air has turned foul or deadly. This prolonged zigging and zagging will clean the air over the period of a few hours, making them a welcomed sight to ships on long voyages.

Combat

Wake angels are peaceful creatures, and never initiate an attack. When threatened, they pollute the air around themselves and try to escape. If chased, they will continue to pollute their opponents' air and will also start ramming into exposed crew.

Pollute Atmosphere (Su): When they feel threatened, wake angels can pollute any nearby air with which they are in contact. This is a purely reflexive ability, and is activated as a free action as soon as they are attacked. A threatened wake angel pollutes (i.e. makes deadly) approximately one man-month worth of a ship's atmosphere per round.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Refresh Atmosphere (Su): As long as they don't feel threatened, wake angels continually refresh any atmosphere with which they come in contact. (See Pollute Atmosphere for what happens when they get scared.) They clean (i.e. make fresh) approximately one man-week worth of air per round.