Air Monolith
Large elemental magical beast (air)
Summoned Creature

HP your bloodied value; Healing Surges none, but you can expend a healing surge for the monolith if an effect allows it to spend one
Defenses your defenses + 2, not including any temporary bonuses or penalties; Vulnerable 5 fire
Speed land 0 , fly 8 (hover)

Phantom on the Wind

The monolith becomes invisible whenever it starts your turn without an enemy adjacent to it. The invisibility lasts until the end of your next turn or until it hits or misses with an attack.

Standard Action At-Will

Attack: Melee 2 (one creature); your level + 5 vs. Reflex

Hit: 2d8 + your Intelligence modifier damage, and the monolith can slide the target 1 square.

Standard Action Encounter

Attack: Melee 1 (one creature that can’t see the monolith); your level + 5 vs. Reflex

Hit: 4d8 + your Intelligence modifier damage, and the monolith grabs the target (escape DC 29) if it does not have a creature grabbed. Until the grab ends, the target takes ongoing 10 damage, and any ranged or melee attacks that hit the monolith deal only half damage to it and the other half to the grabbed target.

Minor Action At-Will 1/round

Effect: The monolith either walks, shifts, runs, stands up, squeezes, or crawls.

Published in Heroes of the Elemental Chaos, page(s) 129.