- Air Ability: Air Form. The limb can move through a space as narrow as 1 inch wide.
- Air Attack: Whirlwhind (Recharge 3-6). As an action, you can create a vortex that throws enemies around like stones in a tornado. Each creature in a 30 ft cone originating from you must make a DC 13 Strength saving throw. On a failure, a creature takes 3d8 bludgeoning damage and is flung 1d20 ft in a random direction and falls prone. If the creature strikes an object, such as a wall or floor, the target takes an additional 1d6 bludgeoning damage for every 10 ft it was thrown. If the saving throw is successful, the creature takes half the bludgeoning damage and isn't flung away or knocked prone. If the creature is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same additional damage and be knocked prone. This ability cannot be used in an environment with little or no air.
- Simple Attack: Unarmed strikes made with an air elemental limb deal 1d6 bludgeoning damage.
- Loose Grip: Because the limb is simply animated air, it cannot reliably carry any materials heavier than a few pounds; this limb cannot wield weapons or use shields.
Notes: Air Attack: Whirlwhind (Recharge 3-6). As an action, you can create a vortex that throws enemies around like stones in a tornado. Each creature in a 30 ft cone originating from you must make a DC 13 Strength saving throw. On a failure, a creature takes 3d8 bludgeoning damage and is flung 1d20 ft in a random direction and falls prone. If the creature strikes an object, such as a wall or floor, the target takes an additional 1d6 bludgeoning damage for every 10 ft it was thrown. If the saving throw is successful, the creature takes half the bludgeoning damage and isn't flung away or knocked prone. If the creature is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same additional damage and be knocked prone. This ability cannot be used in an environment with little or no air., Utility
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