Lifeward. As a Bonus Action, the Bladeguard can disappear from its position and reappear in an unoccupied space within 5 ft of a friendly Air Genasi Noble. This action never provokes an attack of oppurtunity.
Innate Spellcasting. The Noble's spellcasting ability is Constitution (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: gust
1/day each: levitate (self only)
Sweeping Halberd. Melee Weapon Attack: +7 to hit, reach 10 ft. Targets all enemy creatures within 10 ft. Hit: 6 (1d10 + 5) slashing damage.
Thrusting Blow. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (1d10 + 5) piercing damage.
Trip Attack. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (1d10 + 5) piercing damage. Enemy must make a DC 14 Dexterity Save or become prone.
Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
Guarding Any friendly Air Genasi creatures within 15 ft of the Bladeguard adds +1 to all saving throws.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A noble of the Air Genasi families tends to be haughty and arrogant. Trained from a young age in both statecraft and the fast, ritualised combat of the Air Genasi people.
They are most often armed with the Zepherian Rapiers, a light, flexible sword made of rare alloys and imbued with magic, as much a status symbol as a weapon.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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11/12/2024 6:29:47 PM
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1/21/2025 9:44:44 PM
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