Cleon
Legend
Yup.
Base abilities on djinn? They have 2 fewer HD, so we could drop a little.
djinn: Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
maybe reduce Dex to 17? Could maybe drop Cha a little also.
I'd keep the Dex 19 and not give them any NA so their AC matches the original.
Air Sentinels are Man-Sized, not Large like a Djinn, so I'd reduce their Strength and Con. A "half size" reduction (-4 Str, -2 Con) should be plenty, giving them stats similar to a Jann.
Air Sentinel: Str 14, Dex 19, Con 12, Int 14, Wis 15, Cha 15, NA +0
EDIT: Forgot these were updates. Do we just want to stick to the 3.0 version pretty much? I think I'd honestly want to retool some of the special abilities, like "shocking hug" into imp grab and electrical constriction.
I'd retool it to improved grab / constrict.
What shall we do about their "mini-lightning" attack - 1d6 electrical damage, but melee touch or ranged touch? If ranged, what's the distance?
Personally, I'd go for a shocking touch:
Shocking Touch (Ex): An air sentinel can release electrical arcs from its hands as a melee touch attack doing 1d6 electrical damage.
Constrict (Ex): An air sentinel's shocking touch does 3d6 electrical damage on a successful grapple check. In addition, the opponent must succeed at a DC X Fortitude save or be rendered unconscious for 1d8 rounds.
I think we'd better increase the damage, maybe to 1d6+HD or even 1d8+HD?:
Shocking Touch (Ex): An air sentinel can release electrical arcs from its hands as a melee touch attack which does electrical damage equal to 1d6 plus the HD of the sentinel (1d6+5 electricity for a typical air sentinel).
Constrict (Ex): on a successful grapple check, an air sentinel's shocking touch does electrical damage equal to 3d6 plus 2 points per HD (3d6+10 for a typical air sentinel). In addition, the opponent must succeed at a DC X Fortitude save or be rendered unconscious for 1d8 rounds.