Armor Class
16
West Wind
Medium Humanoid · Any Alignment
Hit Points
60 (11d8 + 11)
Speed
Walk 40 ft.
CR
3
Traits
Unarmored Defense
While West Wind is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack
West Wind makes three unarmed strikes or three dart attacks.
Unarmed Strike
Melee Weapon Attack +5 to hit, reach 5 ft., one target. 7 () Bludgeoning damage. If the target is a creature, West Wind can choose one of the following additional effects:
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The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice).
The target must succeed on a DC 13 Dexterity saving throw or be knocked .
The target must succeed on a DC 13 Constitution saving throw or be until the end of West Wind's next turn.
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The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice).
The target must succeed on a DC 13 Dexterity saving throw or be knocked .
The target must succeed on a DC 13 Constitution saving throw or be until the end of West Wind's next turn.
Dart
Ranged Weapon Attack +5 to hit, range 20/60 ft., one target. 5 () Piercing damage.
Blade of the Medusa
Melee or Ranged Weapon Attack +5 to hit, reach 5 ft., one creature. 7 () Piercing damage. If West Wind rolls a 20 on the attack roll, the target must succeed on a DC 15 Constitution saving throw or suffer the effects of a spell.
Reactions
Deflect Missile
In response to being hit by a ranged weapon attack, West Wind deflects the missile. The damage it takes from the attack is reduced by . If the damage is reduced to 0, West Wind catches the missile if it's small enough to hold in one hand and West Wind has a hand free.