Medium humanoid (human), neutral evil

Armor Class 13 (leather)

Hit Points 9 (2d8)

Speed 30 ft.

STR DEX CON INT WIS CHA
10 (0) 15 (+2) 10 (0) 10 (0) 9 (-1) 11 (0)

Skills Deception +2, Religion +2, Stealth +4

Languages Common

Challenge 1/8 (25 XP)

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.