Medium Construct, Unaligned
Armor Class 16 Natural Armor
Hit Points 38 (5d8)
Speed 20 ft., Fly 60 ft.
STR
13 (+1)
DEX
18 (+4)
CON
16 (+3)
INT
1 (-5)
WIS
4 (-3)
CHA
1 (-5)
Skills Perception +1
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 20 ft., Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions

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.

FreshPhenom

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