b'NPC, Wind Acolyte \n'b'  Family:   NPC  \n'b'  Medium   humanoid  (any),  neutral  \n'b'  Armor Class  15  Hit Points  105 (14d8 + 42)  Speed  30 ft., fly 50 ft. (hover)\n'b' STATS STR: 10 (+0) DEX:  20 (+5)  CON:  16 (+3)  INT:  12 (+1)  WIS:  18 (+4)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +8,  Wis  +7  Skills   Acrobatics  +8,  Perception  +7,  Survival  +7 (+10 to predict weather)  Damage Resistances  cold, lightning  Senses  blindsight 60 ft., passive  Perception  17  Languages  Auran, plus any two languages  Challenge  5 (1,800 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Air Senses . The wind acolyte can\xe2\x80\x99t use its blindsight while underwater or in an area without air. \n'b'  Air Weapons . When the acolyte attacks, it conjures a weapon out of the air itself, the weapon appearing and disappearing in the blink of an eye. An air weapon is a swirl of wind in the shape of a simple or martial weapon, but it always deals 2d6 damage of the same type as that weapon. An air weapon shaped like a ranged weapon uses the range of that weapon, except the acolyte doesn\xe2\x80\x99t have disadvantage on  ranged attack  rolls when attacking a target beyond the weapon\xe2\x80\x99s normal range. Air weapons don\xe2\x80\x99t use any other weapon properties of the weapons they mimic. Air weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The wind acolyte makes three Air Weapon attacks. If the wind acolyte hits one creature with two Air Weapon attacks, the target must succeed on a DC 15  Strength  saving throw or be pushed up to 15 feet away from the acolyte. \n'b'  Air Weapon .  Melee or Ranged Weapon Attack : +8 to hit, reach 10 ft. or range defined by the chosen weapon, one target.  Hit : 12 (2d6 + 5) bludgeoning, slashing, or piercing damage, as defined by the chosen weapon. \n'b'  Wind\xe2\x80\x99s Rebuke (Recharge 6) . The wind acolyte draws the breath out of one creature it can see within 60 feet of it. The target must make a DC 15  Constitution  saving throw. On a failure, all of the breath is drawn from the target\xe2\x80\x99s lungs, and it immediately begins suffocating for 1 minute or until it falls  unconscious . It can repeat the saving at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' REACTIONS \n'b'\n'b'  Buoying Wind . The acolyte summons winds to break the fall of up to five falling creatures it can see within 60 feet of it. A falling creature\xe2\x80\x99s rate of descent slows to 60 feet per round for 1 minute. If a falling creature lands before the effect ends, it takes no falling damage and can land on its feet. \n'b'  Drift . When a creature moves to within 15 feet of the wind acolyte, the acolyte can  fly  up to half its flying speed. \n'b'\n'b' ABOUT \n'b' Wind acolytes have a close attachment to the element of air. \n'b' Some have been blessed by an elemental being, exposed to the elemental plane of air, or even have elemental air magic in their bloodlines that is not quite strong enough for them to manifest as a  sorcerer . They are keenly attuned to the wind, able to feel minute changes and movements of the air around them. \n'b' Wind acolytes feel connected to birds and other creatures that share the sky, and their kinship is reflected in their clothing. The acolytes wear masks resembling bird\xe2\x80\x99s heads, incorporate feathers into clothing or jewelry, or sew avian motifs into their clothing. Many wind acolytes live in floating monasteries, high above the clouds where only creatures of the sky disturb them. \n'b' Others roam the world, choosing their paths as the wind changes.'