Sprint. When the Blue Blur moves on its turn in combat, it can double its speed until the end of the turn. Also, they shed 5 ft. of dim blue light. When Blue Blur make a melee attack while sprinting against a creature, they don't provoke opportunity attacks from that creature for the rest of the turn, whether they hit or not. Once it uses this ability, the Blue Blur can’t use it and Blurred Movement trait again until it moves 0 feet on one of its turns.
Blurred Movement. Attack rolls against the Blue Blur have disadvantage unless it is incapacitated or its speed is 0.
Regeneration. The Blue Blur regains 10 hit points at the start of its turn if it has at least 1 hit point. If the Blue Blur takes radiant, this trait doesn't function at the start of the Blue Blur next turn.
Sunlight Hypersensitivity. The Blue Blur takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The Blue Blur makes two attacks with its claws.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
Description
Blue Blur looks a bald middle-aged man of a reasonably muscular build with a lime green iris, a black sclera and vertical slits for pupils along with sharp pointed nails that are dark blue in color and several prominent fangs in their mouth. Most prominently, Blue Blur's whole body was covered in dark blue tattoos, running across various places on their face, limbs and torso. These tattoos light up and glow a lighter blue when they sprint. Blue Blur is usually seen with a maniacal expression on their face.
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