Multiattack. The blade sprite makes two sword tendril attacks.
Sword Tendril. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 4) slashing damage.
Rolling Rush. The blade sprite tucks into a ball, before rolling to smash into escaping foes. Launching itself in a line that is 5 feet wide and 30 feet long, it appears at the other end. Each creature within that line must make a DC 12 Strength saving throw or take 2d10 bludgeoning damage and become prone, or take half as much damage and not become prone on a success.
Antimagic Pulse (Recharge 6). The blade sprite lets out a 10 foot radius pulse of blue antimagic energy. If a creature in that radius is attuned to a magic item, they must make a DC 12 Charisma saving throw or become unattuned to that item. Additionally, common or uncommon magic items in the radius lose their magical properties for 1d4 hours.
Description
Forged in a lost underwater temple, the blade sprite was built to hunt assassins who thrived in the shadows. Powered by deep-sea crystals, it emits anti-magic pulses that expose hidden foes and disrupt evasive techniques. With jagged, unpredictable strikes, it ensures no assassin escapes. Now, it roams the ruins, fulfilling its final directive—eradicate all who lurk unseen.
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