Asperii
Large Magical Beast
Hit Dice: 4d10+8 (30 hp’s)
Initiative: +3 (Dex)
Speed: 50, Flight Varies (Average)
Armor Class: 18 (+6 natural, +3 Dex, -1 Size)
Attacks: Hooves (2) +6, Bite +0
Damage: Hooves 1d8+3, Bite 1d4+3
Face/Reach: 5ft x 10ft/ 5ft
Special Attacks: None
Special Qualities: Immune to Cold and Air-based, and Gaze attacks; True Seeing; Feather Fall (4 times/day); Double damage from Fire; Telepathy
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 16, Dex 16, Con 15, Int 14, Wis 12, Chr 16
Skills: Balance +8, Intuit Direction +6, Listen +6, Search +7, Sense Motive +7, Spot +6
Feats: Multi-Attack
Climate/Terrain: Mountain Peaks
Organization: Herd numbering usually 1 to 4 individuals, but rarely their numbers can be as many as 4 to 40 led by a Noble Asperii (see below).
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral Good
Advancement Range: Large 4-5 HD

See either the Monsterous Compendium Annual Volume 4 or the MC Appendix 3 for more information.

Combat:
Asperii are gentle creatures, but they will attack if attacked themselves.  They are tottally immune to cold-based, air-based, and gaze attacks.  Aerial Servants have a –8 penalty to attacks (both melee and grapple) against asperii.  They suffer double damage from open flames (not heat attacks).  Asperii eyes act as if under the enchantment of a True Seeing spell, including sight into the Ethereal and Astral planes.  
	An Asperii can fly using their ability to levitate on the winds.  They add 5 to their movement for every 20 of the wind.  They can cast Feather Fall four times a day.  The asperii keep their full Dex bonus during flight as long as they carry under 150 pounds.  Although they can carry up to 600 pounds while in flight, they lose their Dex bonus to AC and drop to Poor flight capabilities.  Aperii fly smooth enough to allow a spellcasting rider to cast spells without problem.  However, if they asperii is forced into violent action, the rider cannot successfully cast spells. 
	All apserii can a limited form of telepathy that allows them to communicate with each other and other intelligent beings within a range of 60 yards.

Society:
See either the Monsterous Compendium Annual Volume 4 or the MC Appendix 3 for more information.

Noble Aperii
Noble Asperii have telepathy with a range of 90 yards, but acts the same as noted above.  They can also a suggestion in creatures of 3 Hit Dice or fewer.
	Nobles have HD of 6 with attack bonuses of Hooves +8 and Bite +4, and save bonuses of Fort +7, Ref +8, Will +3.