Astral Sea Legs. The Astral Pirate Mind Master has advantage on ability checks and saving throws to resist being knocked prone, and cannot be knocked prone through non-magical means. .
Invisibility (Recharge 4–6). The Astral Pirate Mind Master magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the Astral Pirate wears or carries is invisible with it.
Mind Mastery. The Astral Pirate Mind Master targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the Astral Pirate causes it to use its reaction, if available, either to make one weapon attack against another creature the Astral Pirate can see or to move up to 10 feet in a direction of the Astral Pirate's choice. Creatures that can’t be charmed are immune to this effect.
Mind-Poison Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage, or 1 piercing damage plus 10 (3d6) psychic damage while under the effect of Reduce
Reduce (Recharges after a Short or Long Rest). For 1 minute, the Astral Pirate Mind Master magically decreases in size, along with anything it is wearing or carrying. While reduced, the Astral pirate is Tiny, reduces its weapon damage to 1, and makes attack rolls, ability checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.
Lair and Lair Actions
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