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Animated Weapons




Utilizing the same animating rituals as a flying sword the flying great sword and shield are deployed by their creators to wage war when flesh-and-blood soldiers just will not do. Both appear like their mundane counterparts when not floating on their own accord. The great sword is actively more vicious than its smaller cousin, spurred by bloodlust to cut down foe after foe. On the other hand, the flying shield protects either other animated weapons or supplies an extra layer of defense for its creator or their allies. While the shield can attack its first priority is to keep its charge alive.

Flying Great Sword

Medium construct, unaligned

Armor Class 15 (natural armor)

Hit Points 28 (8d6)

Speed 0ft

Flight 30ft (hover)

Str 14 Dex 15 Con 11 Int 1 Wis 10 Cha 1

Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned

Damage Immunities Poison, Psychic

Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine

Senses blindsight 60ft (blind beyodn this radius), passive Perception 10

Languages -

Challenge 1 (200 XP)

Antimagic Susceptibility.

The greatsword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the greatsword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance.

While the great sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

Vicious.

Whenever the flying greatsword scores a critical hit or reduces a creature to zero hit point it may use its bonus action to immediately make a great sword attack against another creature.

Actions

Great Sword:

Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 9 (2d6+2) slashing damage.


Flying Shield

Small construct, unaligned

Armor Class 17 (natural armor)

Hit Points 25 (7d6)

Speed 0ft

Flight 30ft (hover)

Str 12 Dex 15 Con 11 Int 1 Wis 10 Cha 1

Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned

Damage Immunities Poison, Psychic

Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine

Senses blindsight 60ft (blind beyond this radius), passive Perception 10

Languages -

Challenge 1/2 (100 XP)

Antimagic Susceptibility.

The shield is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the shield must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance.

While the shield remains motionless and isn't flying, it is indistinguishable from a normal sword.

Actions

Shield Bash:

Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6+1) bashing damage and the creature must succeed on a DC 11 Strength or be knocked prone.

Reactions

Protect:

The flying shield defends an ally within 5ft that is targeted by an attack made by a creature the flying shield can see. The defended ally gains +2 AC until the start of the flying shield’s next turn.

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