You can trust an air mephit about as far as you can throw him. That's actually pretty far, just don't expect him to come back again afterwards.
(Originally posted on RPG.net by Christopher Allen)
2nd Level Spoiler [Elemental]
Wind Claws +7 vs AC – 7 damage, and the air mephit may pop free from combat if it wishes
C Grit Breath +6 vs PD (1d3 nearby enemies) – 3 damage and targets are dazed for 1 turn. Any that are engaged with the air mephit are popped free of combat.
Limited Use: 1/round as a standard action if the Escalation Die is even.
Flight: Air mephits are swift fliers and are particularly manoueverable; most other mephits are jealous.
Resist Lightning and Poison 14+
Evasion: The air mephit's AC and PD against ranged attacks are both raised by 2.
R Wind Slam +7 vs PD (1 nearby or far away enemy) – 5 damage and the enemy is both popped free of any engagement and sent flying a move action's worth of distance.