Elemental: No additional damage from called shots; fearless; immune to disease and poison
Ethereal: Air elementals can maneuver through any non-solid surface. They can seep through the cracks in doors, bubble through water, and rush through sails.
flight: Air elementals fly at a raage of 6" with a climd of 3. they may not run
Invulnerable: Immune to all non-magical attacks except fire.
push: The air elemental can use an action to push a single adjacent target 1d6" direct away with a concentrated blast of air. The victim makes a strength roll, with each success tnd aise recducing the amount moved by 1"
Wind blast: Air elementals can send direct blasts of air at foes using teh cone template and a shooting roll. Foes may make an opposed agility roll to avoid teh blast. the damage is 2d6 points of non-lethal
Whirlwind: As long as the air elemental dows not move that turn it may attempt to pick up a foe. make an opposed strength check and if the air elemental wins then its foe is pulled into the swirling maelstrom of tis body. While trapped the targe is at -2 on all rolls including damage, to hit and strength rolls to free himself. The air elemental cannot move as long as it wants to keep foes trapped inside him.