14 (leather armor)
17 (7d4)
30 ft., fly 40 ft.
Perception +3, Stealth +5, Survival +3
darkvision 60 ft.
Common, Elvish, and two others
1
The windy hopper has advantage on saving throws against being charmed or frightened, and magic can't put it to sleep.
As a bonus action, the windy hopper can teleport up to 30 feet to an unoccupied space it can see.
The windy hopper's innate spellcasting ability is Charisma (spell save DC 13). The windy hopper can innately cast the following spells, requiring no components • At will: comprehend languages, prestidigitation • 1/Day each: calm emotions, faerie fire, feign death, knock
The windy hopper makes two attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 piercing damage plus 2 (1d4) poison damage.
Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 2 piercing damage plus 2 (1d4) poison damage.