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
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.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
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