Brave. The knight has advantage on saving throws against being frightened.
Sea Legs: The Knight has advantage on DEX Saves when onboard a ship.
High Tech Piracy: The Sailsword is equipped with a subtle, yet powerful exo-suit. It grants them the following abilities, and disintegrates upon their death.:
- They gain a clim speed and can run up, down, and across walls with no issue.
- Spells that deal psychic damage have their damage reduced by 3d4, and when this monster becomes incapacitated, they can still take attack actions, but they are made at disadvantage, and must be upon the person/creature who made them so. If they do not know who made them incapacitated, they will simply attack anything that becomes within 10ft of them.
Wrath O' Wravanna: Upon their death, they explode in a 5ft radius, dealing 10 points of force damage to anything caught in it - (objects included). Their magically enhanced gear disappears upon their death.
Multiattack. The knight makes two attacks. It gains a bonus to its second attack depending on whether it is of the same kind or different.
Pressuring Glaive. Melee Weapon Attack: +8 to hit, 10ft reach. Deals 2d12+8 slashing damage. If the Knight makes two of these attacks against the same target, in the same turn, the target must make a DC 19 WIS save, or be forced up to 10 feet back. The knight also moves this 10ft.
Flintlock. Ranged Weapon Attack: (Disadvantage beyond 60ft) +6 to hit, dealing 2d8+6 piercing damage and 2d4 points of fire damage. If this is shot at the same target twice in one turn, the fire damage on the second shot gains a gains a +8 bonus.
Stimulant: Can regain 10hp.
Grappling Hook: If there is a suitable ledge within 35ft, you can use it to swing 35ft from the axis point, using momentum.
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Legendary Resistance: (Recharges on a 5-6): Can auto succeed one saving throw it is forced to make.
Description
The SailSwords are part of The Avalonian Military Corp. They specialise in sea combat - hence the name - but are still a formidable force while on land.
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