b'Sabrewing \n'b'  Medium   fiend ,  neutral evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  66 (7d8 + 35)  Speed  30 ft., fly 60 ft.\n'b' STATS STR: 20 (+5) DEX:  15 (+2)  CON:  20 (+5)  INT:  12 (+1)  WIS:  14 (+2)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +5,  Survival  +4  Damage Resistances  cold, fire, lighting; bludgeoning, piercing, and slashing from nonmagical weapons  Senses   darkvision  120 ft., passive  Perception  15  Languages  Common, Sabrewing  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Flyby . The sabrewing doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b'  Magic Weapons . The sabrewing\xe2\x80\x99s weapon attacks are magical. \n'b'  Actions \n'b'   Multiattack . The sabrewing makes two attacks with its wings. \n'b'  Wings .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) slashing damage, and the target begins bleeding out. While the target is bleeding out, it must succeed on a DC 15  Constitution  saving throw at the beginning of its turns, or its maximum  hit points  are reduced by 7 (2d6). Bleeding out continues until the target or another creature uses an action to make a successful DC 15  Wisdom  ( Medicine ) check, or if the target receives magical  healing . \n'b'  About \n'b' A 6-foot-tall muscular humanoid with black, rubbery flesh stretches two large, leathery wings in place of its arms. Rigid plates of razor-sharp bone jut from the wing\xe2\x80\x99s outer edge. It perches on long, muscular legs that end in three-toed clawed feet. Peers menacingly through golden pupil slits, its wide, snarling grimace exposes rows of sharp teeth. \n'b' Sabrewings are winged humanoids from an unknown outer plane believed to be formed of rock and lined with razor-sharp blades of all shapes and sizes. These creatures delight in killing those weaker than themselves and often travel the outer planes preying on such creatures when they encounter them. Evil spellcasters and powerful outsiders (demon lords, arch-devils, lesser dukes, and so on) sometimes employ these creatures as assassins because of the sabrewing\xe2\x80\x99s skill at killing and the creature\xe2\x80\x99s desire to do nothing else. They are not averse to venturing to the Material Plane to answer an evil summons, and often do so, usually with the intent of fulfilling the bargain and then killing the summoner (if possible). If called by a powerful outsider, a sabrewing will not attempt to kill its summoner, as it\xe2\x80\x99s smart enough to know when it\xe2\x80\x99s outmatched. In such cases, they simply do their job and then return to their native plane. \n'b' Little is known of their native plane, but one adventurer that has supposedly seen this place speaks of huge citadels and fortresses constructed of iron and earth surrounded by \xe2\x80\x9cforests of steel blades.\xe2\x80\x9d This information has never been substantiated and plane jumpers have been unable to locate such a plane. (Perhaps the sabrewings do not actually have their own native plane but implanted such false information to detour those that would seek them out.) \n'b' Sabrewings prefer to attack from the air, using speed to their advantage while also staying out of the reach of their opponents. Before combat, sabrewings usually cast  magic weapon  or  greater magic weapon  on their wings before engaging in combat so they can use their wings to the utmost advantage Multiple sabrewings work in concert with one another to bring down foes; one draws an opponent\xe2\x80\x99s attention while another swoops in from behind and slashes with its deadly wings.'