Traits
Aerial Ambush
If the Air Pirate moves at least 20 feet straight toward a target and hits with a melee attack, it deals an extra 7 (2d6) damage.
Evasive Form
If the Air Pirate flies at least 30 feet during its turn, ranged attacks against it have disadvantage until the start of its next turn.
Actions
Cutlass Slash (Melee Weapon Attack)
+6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Spinning Dive (Recharge 5–6)
The Air Pirate dives in a spiraling slash through a 20 ft. line, 5 ft. wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 17 (5d6) slashing damage on a failure, or half on a success. After the dive, the Air Pirate may fly up to half its flying speed without provoking opportunity attacks.
Bonus Actions
Phase Flicker (Recharge 4–6)
The Air Pirate teleports up to 30 feet to an unoccupied space it can see. If it ends adjacent to a creature, it has advantage on its next melee attack against that creature before the end of its turn.
Flyby Dash
The Air Pirate flies up to half its flying speed without provoking opportunity attacks. It must end this movement at least 10 feet away from where it started.
Reactions
Parry
If hit by a melee weapon attack from a creature within 5 feet, the Air Pirate can reduce the damage by 1d8 + 2 (its DEX modifier).
Air Twist (Recharge 6)
When a creature misses the Air Pirate with an attack, it can immediately move up to 20 feet in any direction, including vertically, without provoking opportunity attacks.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. 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
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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.
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If the [monster name] dies, these effects fade over the course of #d# days.
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