World of Shinderia
Blade Elemental CR: 7 (2,900)
Large elemental(earth), neutral
Armor Class: 15 (Natural Armor)
Hit Points: 85hp (10d10+30) [Roll: 10d10+30]
Speed:
40 ft
Saving Throws: Constitution +6, Wisdom +3, and Charisma +2
Damage Vulnerabilities: Acid, Cold
Damage Resistances: Fire, Force, Lightning; Nonmagical piercing, bludgeoning, and slashing
Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses: Darkvision 60ft, Passive Perception 10
Languages: Terran
Challenge Rating: 7 (2,900)
Innate Spellcasting CHA. +2 to hit, Saving Throw DC 10
At will: Cloud of daggers
1/day: Blade Barrier, Mordenkainen's Sword
- Hostile form: Attackers that deal melee damage to the Elemental take 5(2d4) piercing damage
- Magic Resistance: Advantage on saving throws vs magic
- Magic Attacks
- Composite form: Immune to limb severing, and can move through 5 inch gaps.
- Polished body: While in daylight or the equivalent, creatures within 20ft of the sword elemental must roll a DC 14 Constitution saving throw or become blinded for 1 minute. A creature can attempt this saving throw again at the start of their turn, and creatures that succeed their saving throw are immune to this effect for the next 24 hour.
Actions
Multiattack: 2 amalgamation sword attacks, or 1 Spike Toss attack
- Amalgamation sword: +9 to hit, 10ft reach. On a hit, 17(2d10+6) slashing and 9(2d8) bludgeoning. A creature struck by this attack must succeed a DC 17 Strength saving throw or be knocked prone.
- Spike Toss: The Sword Elemental whips it's tail-like limb and fires 3 small blades at a target it can see within 60ft(3 attack rolls). +9 to hit and on a hit, each blade deals 11(1d8+6) piercing and 3(1d6) poison damage. A creature that suffers this damage must succeed a DC 14 Constitution saving throw or become poisoned and lose 10ft of movement until the start of the Sword Elemental's next turn.
Reactions
Consume Weapon: The elemental's body is made up of countless blades, and it is always hungry to add more to the pile. When the Sword Elemental takes weapon damage, as a reaction, it can attempt to integrate the weapon into it's main body. The Sword Elemental rolls a strength check vs the opponent's acrobatics or athletics check(Their choice). If the Elemental wins the contest, the opponent is disarmed, and the Elemental gains any magical effects the weapon might have. Weapons consumed by the elemental are destroyed after 1 hour.
The weapons taken this way can only be retrieved after killing the Sword Elemental, but they now have an additional +1 to hit and damage on top of their previous abilities up to a maximum of +3. (Non-magical weapons become magical)
An amalgamation of blades, held together by the combined will of the swords that make up it's body. It lusts for battle and ultimately desires to fall against a worthy adversary. The blades scrape against each other unpleasantly as it moves.
Suggested Environments
Sword Canyon, old battlefields, abandoned smithies, mass graves