Medium humanoid, neutral evil
- Armor Class
- 13 (leather armor)
- Hit Points
- 9 (2d8)
- Speed
- 30 ft.
- Challenge
- 1/8 (25 XP)
STR
10
+0
DEX
15
+2
CON
10
+0
INT
10
+0
WIS
9
-1
CHA
11
+0
- Skills
- Stealth +4, Religion +2, Deception +2
- Senses
- passive Perception 9
- Languages
- Common
Traits
Guiding Wind (Recharges after a Short or Long Rest).
As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before the end of its next turn.
Hold Breath.
The initiate can hold its breath for 30 minutes.
Actions
Dagger.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.