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Monster

West Wind

Medium Humanoid · Any Alignment

Locathah Rising Page 14
Armor Class 16
Hit Points 60 (11d8 + 11)
Speed Walk 40 ft.
CR 3
STR 11 +0
DEX 17 +3
CON 13 +1
INT 11 +0
WIS 16 +3
CHA 10 +0

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:
list
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.
Confirmation

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