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.
Avoidance. If the spirit is subjected to an effect that allows it to make a 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.
Superior Invisibility. As a bonus action, the spirit can magically turn invisible until its concentration ends (as if concentrating on a spell).
Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: If the target is Medium or smaller, it must make a DC 13 Strength saving throw. On a failed save, the spirit chooses to either knock the target prone and deal 7 (2d6) bludgeoning damage or push it 10 feet away.
Blow. The spirit touches one object weighing less than 10 lbs that isn't being worn or carried by another creature. The object flies in a straight line up to 30 feet in a direction the spirit chooses before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dc 13 Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 9 (2d8) bludgeoning damage.
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