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
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
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
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
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.
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