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___ ___ > ## The Lord of Blades >*Medium Construct, Lawful Evil* > ___ > - **Armor Class** 18 (Natural Armor: Heavy Plating) > - **Hit Points** 171 (18d8+90) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|14 (+2)|18 (+4)|13 (+1)|11 (0)|20 (+5)| >___ > - **Saving Throws** STR +9, CON +8 > - **Skills** Arcana +5, Athletics +9, Intimidation +9, Perception +4 > - **Damage Resistances** Fire, Bludgeoning, Piercing, And Slashing From Nonmagical Weapons > - **Damage Immunities** Poison, Necrotic, and Psychic > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned > - **Senses** Passive Perception 14, Darkvision 120 ft. > - **Languages** Common, Dwarven, Giant > - **Challenge** 14 (11,500 XP) > ___ >**Bladed Body:** The Lord of Blades deals 5 (1d8+1) slashing damage to any creature that grapples him. A creature that continues to grapple him takes 5 (1d8+1) slashing damage at the start of its turn. > >***Charging Slash.*** When the Lord of Blades use an action to Dash, he can use a bonus action to make a melee weapon attack and potentially knock the target prone. If Lord of Blades hits with his attack, the target must make a DC 17 Strength Saving Throw or be knocked prone if they are of Medium size or smaller. > >**Construct Charisma:** The Lord of Blades has disadvantage on Charisma based skill checks and Insight (Wisdom) against creatures that are not a warforged. Also, when he uses his action to Help an allied warforged, they can be within 30 ft. instead of 5 ft. and must be able to see and hear him. > >**Forged Fortitude:** If damage reduces Lord of Blades to 0 Hit Points, he must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from an adamantium weapon or from a critical hit. On a success, Lord of Blades drops to 1 hit point instead. > > >**Magic Sixblade:** Weapon attacks with the Sixblade count as magical. > >**Powerful Build:** The Lord of Blades counts as Large when determining how much he can push, drag, or lift. > >**Reckless:** At the start of his turn, the Lord of Blades can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. > >**Warforged Resilience:** The Lord of Blades is immune to diseases, does not need to eat, drink, or breathe. Magic can not put him to sleep. > > ### Actions > ***Multiattack.*** Lord of Blades can makes three Sixblade attacks and two shoulderbow attacks. > > ***Adamantine Sixblade.*** *Melee Attack* +11 to hit, reach 10 ft., one target. Hit: 18 (3d6+8) slashing damage > > > >***Lordly Resolve (Recharges per rest).*** For 1 minute, The Lord of Blades can utter a special command or warning whenever a non-hostile creature that he can see within 60 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Lord of Blades. A creature can benefit from only 1d4 from this source at a time. This effect ends if the Lord of Blades is incapacitated. > >***Shoulderbow.*** *Ranged Attack* +7 to hit, range 30/120 ft., one target. Hit: 8 (1d10+3) piercing damage. > > ### Legendary Actions >Lord of Blades 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. Lord of Blades regains spent legendary actions at the start of his turn. > >***Detect.*** Lord of Blades makes a Wisdom (Perception) check > >***Shoulderbow.*** Lord of Blades makes a Shoulderbow attack > >***Slashing Wings (uses 2 Actions).*** Lord of Blades' wings thrash around in a 5 ft. semicircle centered from the Lord of Blades' back. Each person must make a DC 14 Dexterity Saving Throw or take 8 (1d8+4) slashing damage. > \pagebreak ### Alternate Weapons and Unarmed The Lord of Blades is proficient in all martial and simple weapons. If you wish to give him different weapons then keep in mind this will affect his Challenge Rating, see DMG pgs 273-283. The weapon that represents The Lord of Blades the most is the greatsword and it wouldn't be unsurprising to maybe encounter him welding one. Sixblade multiattack would change to three attacks with the greatsword. This will change his CR to 13 (10,000 XP). ***Greatsword***: *Melee Weapon Attack* +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. The Lord's fists are bladed, what did you expect? The sixblade multiattack can be replaced to make four Iron Fist attacks instead. This will change his CR to 12 (8,400 XP). ***Sharp Fists***: *Melee Weapon Attack* +9 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) slashing damage. ### Tactics The Lord of Blades will use his Lordly Resolve to boost his allies on his first turn. He will then rush weaker characters with his Charging Slash and Reckless trait. Lord of Blades will use his Sixblade’s range to his advantage to be able to jump in and out of the fray. Meanwhile, his forged followers and iron defenders will obey his orders. Otherwise, he will rush in, take his three Sixblade attacks, then back out and fire his two Shoulderbow attacks from approximately 10-30 feet away. An important point is he will not fight alone. While he is not a coward, he is also not stupid and will most likely have minions and his iron defenders, Hilt and Pommel, fighting alongside him. Most of the time, he won't even fight and will leave the work to his minions. If the battle seems like it is not going in his favor he will attempt to retreat, as he views his leadership position in his religion too high a value to lose a battle over. Or , you may want to chose that he will continue to fight a battle until he wins because that's what he was forged to do. ### Roleplaying as The Lord of Blades The Lord of Blades has an extremely militaristic mindset, he is prideful of his race to the point of wanting to genocide all the other "fleshborn" races for the warforged to rule Eberron. Above all else, he wants vengeance against those who oppress his race. Warforged find him inspirational and uplifting. If there are any warforged in the party, he may try to reason with them to join his army. Warforged who refuse his offer are seen by him as brainwashed by the "fleshborn". He will try to incapacitate them and bring them back to the Blades Base Camp to make them go through conversion therapy. These are all just suggestions. You may want to place the Lord of Blades into your campaign differently. Perhaps he's more brutish and savage in his attacks and never backs down from a fight even if the odds are against him. Maybe it's the opposite and behind the guise of his leadership is a coward, impeded by the memories that haunt him from The Last War. \columnbreak ### Loot #### Adamantium Sixblade *Weapon (Sixblade),* *Very Rare* (*requires attunement*) *~35,000 gp* The Adamantium Sixblade crits when it hits objects. Once an attack action has been made with this weapon, a bonus action can be used to attack with the other end. *Martial melee weapon* **Damage:** 3d6 **Damage Type:** Slashing **Modifiers:** Melee Attacks +3, Melee Damage +3 **Properties:** Heavy, Two-Handed **Weight:** 10 lbs. ___ > ## Iron Defender >*Medium Construct, Lawful Evil* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 11 (2d8+2) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|15 (+2)|12 (+1)| 3 (-4)|12 (+1)|6 (-2)| >___ > - **Skills** Perception +3, Stealth +4 > - **Damage Immunities** Poison > - **Condition Immunities** Poisoned > - **Senses** passive Perception 13 > - **Challenge** 1 (200 XP) > ___ >***Keen Senses.*** The iron defender has advantage on Wisdom (Perception) checks. > >***Pack Tactics.*** The iron defender has advantage on an attack roll against a creature if at least one of the iron defender's allies is within 5 ft. of the creature and the ally isn't incapacitated. > >***Pursue.*** When the iron defender makes an opportunity attack it can move 5 ft. before or after the attack. > ### Actions > ***Bite.*** *Melee Weapon Attack* +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone