Npc: Wind Acolyte
Medium Humanoid, neutral
Armor Class 15
Hit Points 105 (14d8+42)
Speed fly +50, walk +30
Challenge 5
Saving Throws dex +8, wis +7
Skills perception +4
Damage Resistances cold, lightning
Senses blindsight 60', passive Perception 17
Languages Auran, + any two languages
Special Abilities
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.
Source: Tome of Beasts 3 · OGL/Open