Riverwind

Medium fey, chaotic neutral

Armor Class

19 (+2 studded leather)

Hit Points

143 (22d8 + 44)

Speed

30 ft.

Saves

Dex +9, Cha +9

Skills

Acrobatics +9, Persuasion +9

Senses

darkvision 60 ft.

Languages

Sylvan, Common

Challenge

11

Fey Step (Recharge 4-6)

As a bonus action, Riverwind can teleport up to 30 feet to an unoccupied space they can see.

Innate Spellcasting

Riverwind's innate spellcasting ability is Charisma (spell save DC 17). Riverwind can innately cast the following spells, requiring no components. • At will: detect magic, druidcraft, faerie fire • 3/Day: charm person, control water, counterspell, fog cloud, sleep, water walk • 1/Day: banishment, confusion, gust of wind, project image

Magic Resistance

Orchid has advantage on saving throws against spells and other magical effects.

Magic Weapons

Orchid's attacks are magical.

Actions

Multiattack

Riverwind makes two attacks.

+2 Longsword

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage.

+3 Longbow

Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 11 (1d8 + 7) piercing damage.

Whirlwind (Recharge 4-6)

Each creature in a 10 ft. radius centered on Riverwind must make a DC 17 Strength saving throw. On a failure, a target takes 40 (9d8) bludgeoning damage and is flung up to 30 feet away from Riverwind in a random direction and knocked prone. If a thrown target strikes an object, such as a tree or rock, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.