Fancy Footwork. If the Avatar of Dexterity makes a melee attack against a creature, that creature can’t make opportunity attacks against it for the rest of its turn..
Multiattack. The Avatar of dexterity makes four weapon attacks with it's scimitars and/or spines per round.
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 7) [slashing] damage.
Thrown Spine. Ranged Weapon Attack: +10 to hit, range 20/60 ft., 1 target. Hit: 10 (1d4 + 7) [piercing] damage.
It's bonus actions are in it's multi-attack.
Deflect Missile. The Avatar of death can use it's reaction to deflect any ranged weapon attack against it. The Avatar's scimitar blurs slapping the missile out of the air to fall harmlessly to the ground.
The Avatar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Avatar regains spent legendary actions at the start of his turn.
Reposition (Costs 1 Action). The Avatar moves up to it's base speed.
Pin Down (Costs 2 Actions). The Avatar makes two spine attacks at one or multiple targets at disadvantage. If the attack hits it does normal damage plus the target must make a DC 15 saving throw or be pinned in place causing the restrained condition.
Blur (Costs 3 Actions). The Avatar becomes a fury of motion causing attacks against it to have disadvantage until one lands or the beginning of the Avatar's turn.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Avatar of Death squats its tiny frame before its enemy, hardly imposing with its wire frame made of dark crystalline substance. Arms of the Avatar have dark spines pointed down its forearms which it hurls at opponents during combat. It's weapons are two slender scimitars make of gleaming mithral. When it stands to fight lightning arcs through its clear crystal body, flashing and illuminating it. The eyes, six of them, crackle and burn with blue-white electricity like stars twinkling in the night.
The Avatar uses its raw speed and maneuverability to deal deadly damage to foes then retreat to safer distances. The Avatar is proud and silent, with no mouth to speak from, it's eyes the only window to it's emotions. They narrow in anger if it is called out, desperately proving that small doesn't mean weak. The Avatar will normally focus on those who are brutish and strong, asserting its dominance upon them through martial combat. It will however recognize the threat of a full party and seek to even the odds by targeting weaker back line PCs.
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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