Medium humanoid (any race), Any alignment
| Armor Class | 16 |
|---|---|
| Hit Points | 60 (11d8 + 11) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 17 (+3) | 13 (+1) | 11 (+0) | 16 (+3) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Acrobatics +5, Insight +5, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 13 |
| Languages | any one language (usually Common) |
| Challenge | 3 |
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.
West Wind makes three unarmed strikes or three dart attacks.
Melee Attack Roll: +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:
Ranged Attack Roll: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Melee or Ranged Attack Roll: +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.
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, West Wind catches the missile if it's small enough to hold in one hand and West Wind has a hand free.