Special Equipment. West Wind is armed with a longsword that is a blade of the medusa.
Unarmored Defense. While West Wind is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Multiattack. West Wind makes three unarmed strikes or three dart attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:7 (1d8 + 3) bludgeoning damage. If the target is a creature, West Wind can choose one of the following additional effects:
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit:5 (1d4 + 3) piercing damage.
Blade of the Medusa. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit:7 (1d8 + 3) piercing damage. If West Wind rolls a 20 on the attack roll, the target must succeed on a DC 15 Constitution saving throw or suffer the effects of a flesh to stone spell.
Deflect Missile. In response to being hit by a ranged weapon attack, West Wind deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free.