Armor Class 17 (Unarmored Defense)
Hit Points 76 (9d8 + 36)
Speed 40 ft.
Saving Throws DEX +7, INT +4
Skills Acrobatics +7, Deception +5, Perception +6, Stealth +7
Damage Resistances poison, psychic
Senses passive Perception 16
Languages Common
Challenge 8
Unarmored Defense. While Steel Crane is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.
Multiattack. Steel Crane makes three attacks.
Force Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the start of Steel Crane's next turn.
Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage or, if the target is a creature, Steel Crane can grapple the target instead (escape DC 15). Steel Crane can't make attacks with the whip while using it to grapple a creature. Anytime on his turn, he can release a creature grappled by the whip (no action required).
Heal Self (Recharges after a Long Rest). Steel Crane regains 2d8 + 4 hit points, and all levels of exhaustion end on him.
Deflect Missile. In response to being hit by a ranged weapon attack, Steel Crane deflects the missile. The damage he takes from the attack is reduced by 1d10 + 10. If the damage is reduced to 0, Steel Crane catches the missile if it's small enough to hold in one hand and Steel Crane has a hand free.
Slow Descent (3/Day). When Steel Crane falls, he can slow his descent, taking no damage from the fall.
CM, p. 164