Flame Zephyr
Small elemental magical beast (air, fire)
Summoned Creature

HP your bloodied value; Healing Surges none, but you can spend a healing surge for the zephyr if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 , fly 6

Dust and Smoke Aura 1

Allies in the aura have partial concealment. You gain a +2 power bonus to damage rolls against enemies in the aura. At 11th level, this bonus increases to +3. It increases to +4 at 21st level.

Standard Action (fire) At-Will

Attack: Close burst 1 (creatures in the burst); your level + 5 vs. Reflex

Hit: 1d6 + your highest ability modifier fire damage, and you can slide the target 1 square.    Level 21: 2d6 + your highest ability modifier fire damage.

Minor Action At-Will (1/round)

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

Resist

Resist: fire 10

Published in Heroes of the Elemental Chaos, page(s) 52.