Air Elemental
Air elementals can be conjured in any area of open air where gusts of wind are present. The common air elemental appears as an amorphous, shifting cloud when it answers its summons to the Prime Material plane.
Air, earth, fire, and water elementals are the purest of their kind. Any spellcaster who wants to dabble in the summoning and binding of elemental entities first starts with these simple elemental creatures. Although the ritual required to summon them is easy, the one used to bind them in servitude is more complex. Sometimes, a young spellcaster's ambition leads him or her to call forth creatures that cannot be controlled. Unbound elementals invariably go on a destruction spree.
While air elementals are not readily tangible to the inhabitants of planes other than its own, they can strike an opponent with a strong, focused blast of air that, like a giant, invisible fist, does 2-20 points of damage. The extremely rapid rate at which these creatures can move make them very useful on vast battlefields or in extended aerial combat. In fact, the air elemental’s mastery of its natural element gives it a strong advantage in combat above the ground.
Combat
Aerial Mastery: In aerial battles, they gain a +1 to hit and a +4 to the damage they inflict.
Air Grasp: 2d6+4 dmg., ongoing 5 dmg. until released. All missile or melee attacks against the Air Elemental deal 50% of the damage to the held character.
Whirlwind: The most feared power of an air elemental is its ability to form a whirlwind upon command. Using this form, the air elemental appears as a truncated, reversed cone with a 10 foot bottom diameter and 30 foot top diameter. The height of the whirlwind depends on the Hit Dice of the elemental. An air elemental of 8 Hit Dice will produce a whirlwind standing 40 feet tall; a 12 Hit Dice elemental produces a whirlwind standing 60 feet tall; and a 16 Hit Dice elemental produces a whirlwind standing 80 feet tall. It takes one full turn to form and dissipate this cone.
This whirlwind lasts for one melee round, sweeps away and kills all creatures under 3 Hit Dice in the area of its cone, and does 2-16 points of damage to all creatures it fails to kill outright. If, because of overhead obstructions, the whirlwind fails to reach its full height, it can only sweep up creatures under 2 Hit Dice and do 1-8 points of damage to all others in its cone.
Rampant Storm: Area of effect of three squares (elemental in the center). 3d8+5 dmg. Affected creatures save vs. paralyzation or dazed for the next round.
Engulfing Wind: Can only affect creatures that can't see the Air Elemental. The Air Elemental slides the target up to 5 squares into the Air Elemental's square. The target is grabbed (no escape). While grabbed, the target takes 20 dmg. per round and is dazed. If the Air Elemental moves, the target moves with them without hindering movement or attacks. Only 1 target can be held like this at a time.
Invisibility: If an Air Elemental starts a round with no enemies adjacent, it becomes invisibile. The invisibility lasts until the end of the round or it attacks.