Flyby. The flyer doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Bonded. Once the flyer has chosen a master, it can communicate with them telepathically up to 60 ft.
Multiattack. The flyer makes two Slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the flyer moves at least 20 feet straight toward the target immediately before the hit, the target takes an extra 5 (1d6) lightning damage.
Inspired Jolt. The Alloy Flyer chooses one creature it can see within 15 feet of it. On their next turn, the target can either take the dash action as a bonus action or add 20 ft. to their movement speed.
Stow Away. If a creature misses and attack roll against the flyer, the flyer can make a Dexterity (sleight of hand) check contested by the creature's Wisdom (perception) check. If the flyer succeeds, it can hide somewhere on the creatures body or within it's garments. As long as the flyer is hidden, it has advantage on it's next attack roll. Once it chooses to attack, it is no longer considered hidden.
Description
Alloy Flyers were first created as mystical pets for the children of the material plane but once military leaders discovered their combat potential, they were mass produced to aid the armies of men. This led to a tremendous reduction in living and operational flyers. Now they are incredibly rare and tend to gravitate towards other electrical or mechanical beings.
Forged to Serve. Alloy Flyers were never meant to be full autonomous and even though they possess the intelligence to survive on their own, prefer to live with and gravitate towards a larger creature that they consider their master.
Shards of Protection. An Alloy Flyer's body is not solid metal. They are made of many tiny metal plates that move and shift around ad the flyer navigates its surroundings. In a limited capacity, their bodies can move apart and reform to avoid danger.
Previous Versions
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7/24/2023 10:05:57 PM
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14
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1
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Coming Soon
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