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Npc: Wind Acolyte 2014

CR 5 humanoid

Medium humanoid, neutral


Armor Class
15
Hit Points
105 (14d8+42)
Speed
30 ft., fly 50 ft.

STR10 (+0)
DEX20 (+5)
CON16 (+3)
INT12 (+1)
WIS18 (+4)
CHA10 (+0)

Saving Throws
Dexterity +8, Wisdom +7
Skills
Perception +4
Resistances
cold, lightning
Senses
blindsight 60 ft., passive Perception 17
Languages
Auran, + any two languages
Challenge
5 (1,800 XP) · Proficiency Bonus +3

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.

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.

Source: Tome of Beasts 3 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details