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West Wind
- STR
- 11 (+0)
- DEX
- 17 (+3)
- CON
- 13 (+1)
- INT
- 11 (+0)
- WIS
- 16 (+3)
- CHA
- 10 (+0)
West Wind is armed with a longsword that is a blade of the medusa.
While West Wind is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
West Wind makes three unarmed strikes or three dart attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, West Wind can choose one of the following additional effects:
- 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 prone.
- The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of West Wind's next turn.
Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) 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 flesh to stone spell.
Reactions
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 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free.
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Source: Lost Laboratory of Kwalish, p. 14 - Licenses and attribution