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The Sabersworn




Wearing a scarred, spiked helm, the muscled corpse stalks its prey with a relentless pace. Dead-white eys remorselessly stare from within; windows revealing a soul consumed by cold hatred. Its shirtless torso is marred by rigamortis bruising and a oozing laceration where the sabersworn's weapon sometimes rests. When on the hunt, however, the slasher pulls the red-steel saber free from its wound and uses it to strike its victim's down. The sabersworn wears spiked gauntlets, ragged black pants, and barbed greaves in the style of a bygone and savage age.


Faux Undead. While the sabersworn appears to be a revenant at first glance, it is in truth a swarm of thousands of mite-sized constructs that have reshaped a corpse and pilot it as a vessel to commit their deadly deeds. The first sabersworn was the warlord who funded the mad constructs' fabrication. He wished for a set of armor and accompanying weapon that could change with the ebbs and flow of battle. When he needed to move fast the armor could adapt to something close to a chain shirt. In the thick of melee it would become brigandine, or on the back of a horse, ornate plate. Likewise, the linked weapon could alternate between axe and sword, dagger and lance depending on martial demands.


Like all who live by the sword, however, the warlord was doomed to die by it. Facing defeat at the hands of his own sons, the tyrant plunged his weapon (a saber at the time) into his chest rather than surrender. He spat an oath to never give the kingdom a moment's peace while usurpers ruled it. Fearing the wrath of an undead horror, the sons had the body quartered, burned to ash, and buried in hallowed ground.


However, it wasn't the curse of undead that pulled the sabersworn from its grave. Instead, the oath imprinted itself on the miniscule constructs. Those that survived the body's destruction sought out those left in the wounds of the warlord's victims. Using one such cadaver as a grisly resource, the machines rebuilt a version of their former master; a process repeated time and again whenever the sabersworn is struck down and the land foolishly believes the terror is finally over.


It is never over...




The Sabersworn

Medium construct, chaotic evil

Armor Class 9

Hit Points 170 (20d8 + 80)

Speed 30ft

Str 22 Dex 9 Con 18 Int 9 Wis 9 Cha 14

Saving Throws Str +10, Con +8

Skills Perception +3, Stealth +7 (expertise), Survival +7 (expertise)

Damage Resistances bludgeoning, piercing, slashing

Damage Immunities fire

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages -

Challenge 11 (7200)

Bloody Regeneration.

The Sabersworn regains 10 hit points at the start of its turn. If the Sabersworn takes lightning damage or failed to deal damage to a creature last turn, this trait doesn't function until the start of the Sabersworns's next turn. The Saber's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.

Immutable Form.

The Sabersworn is immune to any spell or effect that would alter its form.

Mark for Death.

The Sabersworn targets a creature it can see within 120ft and uses its bonus action marks it for death. For the next hour the Sabersworn deals an extra 1d6 damage to the target whenever Sabersworn hits it with a weapon attack, and Sabersworn has advantage on any Wisdom (Perception) or Wisdom (Survival) check Sabersworn makes to find it.

Magic Resistance.

The Sabersworn has advantage on saving throws against spells and other magical effects.

Magic Weapons.

The Sabersworn's weapon attacks are magical.

Right Behind You.

As a bonus action, the Sabersworn collapses into a red mist and teleports up to 30ft to an unoccupied space that it can see. It must end its move closer to a creature it has marked for death or it cannot use this ability.

Rejuvenation.

When the Sabersworn’s body is destroyed, its minuscule constructs seek out a new host. After one month, the machines inhabit and animate another humanoid corpse of a creature that the Sabersworn slew within 10 miles and regains all its hit points. The corpse magically transforms into the Sabersworn with its saber sticking from its chest.

While the machines are searching, a wish spell can be used to destroy all of the minuscule constructs and prevent the Sabersworn from rising. Likewise, if there are no corpses that the Sabersworn killed within 10 miles the Saber will not rise again.

Actions

Multiattack.

The Sabersworn makes two attacks as one action.

Slam.

Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 13 (2d6+6) bludgeoning damage.

Saber.

Melee Weapon Attack: +10 to hit, reach 0ft., one target. Hit: 10 (1d8+6) slashing damage; or 10 (1d10+6) . If the target is a creature, it must also succeed on a DC 14 Wisdom save or be Frightened of the Sabersworn for the next minute.

Legendary Actions

The Sabersworn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Sabersworn regains spent legendary actions at the start of its turn.


Crush (1 point).

The Sabersworn makes a slam attack.

No Where to Hide. (1 point).

The Sabersworn makes a slam attack against an object or structure and deals triple damage on a successful hit. If the object or structure is destroyed the Sabersworn may take the Dash action.

No Where to Run (2 points).

The Sabersworn targets a creature it can see within 60 ft that can see the Sabersworn with bad luck. That creature must succeed on a DC 14 Dexterity save or immediately fall Prone and be Restrained until the end of its next turn.

No Where to Be Found (2 points).

The Sabersworn moves up to 30ft and makes a Hide check with Advantage. This movement does not provoke an Opportunity attack.

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