Gaurdians Grace. The guardian's weapon attacks are magical. The guardian uses its summoner's proficiency bonus instead of its own when determining the attack and damage bonuses of its attacks.
Multiattack. The guardian makes two Bloodline Blade attacks.
Bloodline Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 slashing damage.
Bloodline Guard. When a creature the guardian can see within 5 feet of it is hit by an attack, the guardian can impose disadvantage on that attack roll, potentially causing the attack to miss. However if the sorcerer that summoned them was to be attacked while they are within 30 feet of them, the gaurdian may teleport to at them and take the damage of that attack. If the damage were to deal over the gaurdians total HP, the damage destroys the gaurdian and the sorcerer takes half the damage.
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
A spectral warrior born from the sorcerer's bloodline, the Bloodline Guardian manifests as a masterful swordsman bound to its summoner's will. Though its form may differ depending on the nature of the sorcerer's lineage, each guardian carries an unmistakable connection to its creator's magic.
The guardian fights alongside its summoner with unwavering loyalty, acting as both protector and conduit for their sorcery. Its weapon is an extension of its magical essence, while its presence allows the sorcerer to channel spells through it as a living focus.
When its purpose is fulfilled or its summoner's magic fades, the guardian dissolves back into the bloodline from which it came.
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.
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