Fly-By. The creature can disengage without taking an opportunity attack.
Flight. The creature can fly.
Kidnap. The Airspace Larcenist can carry any creature or character and lift them high into the air, where they will attack with scratch and bring them back down. Target must fail a DC 8 Dexterity saving throw in order to be kidnapped.
Scratch. Melee Weapon Attack: +2 to hit, reach 10 ft., 1 target. Hit: 10 (1d8 + 2) Slashing damage.
Pincer Shot. Ranged Weapon Attack: +3 to hit, range 5/60 ft., 2 targets. Hit: 9 (1d6 + 3) Piercing damage.
Airspace Larcenists may fly an extra 10 feet with their bonus action.
Thorns. Once per round, the Airspace Larcenist can shield an attack with its pincers, adding +5 to its AC. If the attack is melee, the attacker takes 5 damage.
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.
Description
Airspace Larcenists are a flying creature, covered in scales, like a fish. They are equipped with talons and pincers on the feet and back respectively. They like to stay around high places, like high-rises or mountains.
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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