Dive Attack. If the Sensei 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 6 (2d6) damage to the target.
Innate Spellcasting. The Sensei can cast the following spells at will
Cantrips: Guidance, Light, Spare the Dying
1st Level: Bless, Purify Food and Drink
Multiattack The Bird Sensei Samurai makes three attacks with its katana or two with it's longbow
Katana. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 25 (3d10 + 8) magical slashing damage.
Longbow Ranged Weapon Attack: +9 to hit, range 60/200 ft., 1 target. Hit: 20 (3d10 + 6) piercing damage.
Agile Movements Once per turn the sensei can use a bonus action to take the Disengage or Dash action
Parry. When being attacked with a weapon the Sensei can use its reaction to add 2 to its AC
Description
Bird Sensei Samurai are master warriors who back up their considerable skill with the ability to fly
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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