Steel Crane

(Candlekeep Mysteries)

Medium humanoid (human), Lawful Evil

Armor Class17 (Unarmored Defense)
Hit Points76 (9d8 + 36)
Speed40 ft.
STRDEXCONINTWISCHA
13 (+1) 18 (+4) 18 (+4) 13 (+1) 17 (+3) 14 (+2)
Saving ThrowsDex +7, Int +4
SkillsAcrobatics +7, Deception +5, Perception +6, Stealth +7
Damage Vulnerabilities—
Damage Resistancespoison; psychic
Damage Immunities—
Condition Immunities—
Sensespassive Perception 16
LanguagesCommon
Challenge8

Traits

Unarmored Defense.

While Steel Crane is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.

Actions

Multiattack.

Steel Crane makes three attacks.

Force Strike.

Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the start of Steel Crane's next turn.

Whip.

Melee Attack Roll: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage or, if the target is a creature, Steel Crane can grapple the target instead (escape DC 15). Steel Crane can't make attacks with the whip while using it to grapple a creature. Anytime on his turn, he can release a creature grappled by the whip (no action required).

Heal Self (Recharges after a Long Rest).

Steel Crane regains 2d8 + 4 hit points, and all levels of exhaustion end on him.

Reactions

Deflect Missile.

In response to being hit by a ranged weapon attack, Steel Crane deflects the missile. The damage he takes from the attack is reduced by 1d10 + 10. If the damage is reduced to 0, Steel Crane catches the missile if it's small enough to hold in one hand and Steel Crane has a hand free.

Slow Descent (3/Day).

When Steel Crane falls, he can slow his descent, taking no damage from the fall.