Death Burst. When the spirit dies, it explodes with the breath of an explosion. Each creature within 10 feet of it must then succeed on a DC 13 Strength saving throw or take 1d4 thunder damage and be pushed back 5 feet.
Air Form. The spirit can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Swift. The spirit's AC takes in account its Wisdom modifier. Additionally, ranged attacks have disadvantage against it.
Flyby. The spirit doesn't provoke attacks of opportunity when it flies out of an enemy's reach.
Evasion. The spirit's instinctive agility lets it dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When it is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Innate Spellcasting. (1/Day). The spirit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Dexterity (spell save DC of 13, +5 to hit with spell attacks).
Thunder Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 3 thunder damage and the target is pushed back 10 feet.
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