monsters humanoid cr-5-10 Tome of Beasts 3

Npc: Wind Acolyte

Medium Humanoid, CR 5. From Tome of Beasts 3.

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Npc: Wind Acolyte

Medium Humanoid, neutral

Armor Class 15

Hit Points 105 (14d8+42)

Speed 30 ft., fly 50 ft.

STR
10 (+0)
DEX
20 (+5)
CON
16 (+3)
INT
12 (+1)
WIS
18 (+4)
CHA
10 (+0)

Saving Throws Dex +8, Wis +7

Skills Perception +4

Damage Immunities

Condition Immunities

Senses blindsight 60', passive Perception 17

Languages Auran, + any two languages

Challenge 5 (1,800 XP)

Air Senses. Can't use blindsight underwater or in an area with o air.
Air Weapons. When it attacks it conjures a weapon out of the air itself weapon appearing and disappearing in the blink of an eye. Air weapon is a swirl of wind in the shape of a simple or martial weapon but always deals 2d6 damage of the same type as that weapon. Air weapon shaped like a ranged weapon uses the range of that weapon except acolyte doesn't have disadvantage on ranged attack rolls when attacking a target beyond weapon's normal range. Air weapons don't use any other weapon properties of weapons they mimic. Air weapon attacks are magical.

Actions

Multiattack. Three Air Weapon attacks. If acolyte hits one creature with two Air Weapon attacks target: DC 15 Str save or be pushed up to 15 ft. away from acolyte.
Air Weapon. Melee or Ranged Weapon Attack: +8 to hit 10 ft. or range defined by chosen weapon one target 12 (2d6+5) bludgeoning damage slashing or piercing as defined by chosen weapon.
Wind's Rebuke (Recharge 6). Draws breath out of one creature it can see within 60' of it. Target: DC 15 Con save. Fail: all of the breath is drawn from target's lungs and it immediately begins suffocating for 1 min or until it falls unconscious. It can re-save at end of each of its turns success ends effect on itself.

Reactions

Buoying Wind. Summons winds to break the fall of up to 5 falling creatures it can see within 60' of it. A falling creature's rate of descent slows to 60' per round for 1 min. If a falling creature lands before effect ends it takes no falling damage and can land on its feet.
Drift. When a creature moves to within 15 ft. of the wind acolyte the acolyte can fly up to half its flying speed.


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