Guiding wind (recharge after Short or Long Rest) : Bonus action, gain advantage on next ranged attack roll before end of next turn.
Hold breath : can hold its breath for 30 minutes.
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.