Small Undead
Armor Class 16 Natural Armor
Hit Points 21 (6d4 + 6)
Speed 0 ft., Fly 60 ft. can hover
STR
16 (+3)
DEX
10 (+0)
CON
12 (+1)
INT
3 (-4)
WIS
14 (+2)
CHA
6 (-2)
Senses Passive Perception 12
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Dueling. The Spirit gains a +2 bonus to damage rolls, as long as it is not within 5 ft of an ally.

Spellcasting. The Blade Spirit can cast the following spells. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).

At will: True Strike
1/day each: Spiritual Weapon, Holy Weapon

Actions

Cut. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (1d10 + 3) slashing damage,  11 (1d10+5) if no allies are nearby.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

TenmanDND

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