Sneak Attack: Once per turn, the feyblade deasl an extra 14 (4d6) poison damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the henchman that isn’t incapacitated and the henchman doesn’t have disadvantage on the attack roll.
Fey Disappearance: if the henchman moves 15ft they turn invisible.
Evasion: If the henchman is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Multiattack: the henchman makes 2 attacks
Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus an additional 1d8 poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn.
Crossbow: Ranged Weapon Attack: +6 to hit, reach 60/120 ft., one target. Hit: 6 (1d6 + 4) piercing.
Spellcasting: 1/Day: Blur
Misty Step: Once per short rest, the henchman can use its bonus action to magically teleport up to 30 feet to an unoccupied space it can see.
Cunning Action: The Feyblade can take a bonus action on each of its turns in combat. This action can be used only to take the dash, disenguage, and hide action.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/4/2024 11:02:14 PM
|
2
|
0
|
1.0
|
Coming Soon
|
Comments