Medium Aberration
Armor Class 16
Hit Points 66 (12d8 + 12)
Speed 60 ft., Walk 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
12 (+1)
INT
8 (-1)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +6, WIS +3
Condition Immunities Charmed, Frightened
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

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

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

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.

Legendary Actions

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 Actions

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

Enter a general description for your monster here.

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.

CassMcAss

Comments

Posts Quoted:
Reply
Clear All Quotes