Wind Samurai (5e Creature)
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Medium humanoid (any race), any alignment
Saving Throws Str +3, Wis +3
Wind Movement. The samurai's movement can't be reduced by wind speed, and the samurai have advantage on saving throws to avoid the effects of wind (magical or otherwise).
Multiattack. The samurai makes two attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) slashing damage. If the attack hits, the samurai can take the Disengage action as a bonus action and fly up to 15 feet in any direction, ending its movement on the ground.
Wind samurai are elemental samurai trained in the floating islands of the Cloud Clan. They are skilled warriors, specialized in using acrobatic maneuvers and aerial strikes to attack their opponents from unorthodox angles, taking them by surprise. Their appearance is often delicate and soft, which disguises the deadliness of these fierce warriors.
Move Like the Wind. A wind samurai will never remain still during combat. He will often bring the fight to high places, or nearby deadly falls, where they can make the most out of their impressive aerial skills. They will constantly attack and retreat, in a skirmish fashion, wearing down their opponents, taking down those squishier and ranged foes first. Another of the wind samurai's tactics involves attempts of luring their adversaries to places where they can be pushed over and killed by the force of gravity. They especially like places where winds are fast and strong.
On initiative count 20 (losing initiative ties), the wind samurai can take a lair action to cause one of the following magical effects; the wind samurai can't use the same effect two rounds in a row: