Tengu Ronin (5e Creature)
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Medium humanoid, chaotic neutral
Dive Attack. If the tengu is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.
Flyby. The tengu doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Magic Resistance. The tengu has advantage on saving throws against spells and other magical effects.
Reach Master. If a creature enters the tengu's reach, it provokes an opportunity attack.
Multiattack. The tengu makes two attacks.
Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 4) slashing damage. This is a magic weapon.
Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Wind Wall (Recharge 5-6). The tengu casts the wind wall spell.
The tengu ronin are generally considered criminals and outcasts among their more honorable brethern, and they fight for food and coin. They are still incredibly deadly with swords and naginata and most mortals fear them for their swift and precise attacks. To defeat the tengu ronin in swordsmanship is a mark of extreme prowess in combat. A tengu ronin would be happy to engage a foe in a duel if not specifically given orders otherwise. Tengu ronin can appear like vultures, ravens or even hawks, much like their brethren but their colors generally appear more dull and their attire is ragged. Tengu ronin rarely don much armor because of their incredible speed and sword play, they have no fear of arrows because they can use the winds as a cloak itself.