Living Sword

construct · CR 4 · from Book of Beasts I · by Robert J. Hall
Living Sword
StatisticValue
Size/TypeSmall Construct
Hit Dice5d10+10 (37 hp)
Initiative+2
SpeedFly 20 ft. (perfect) (4 squares)
Armor Class14 (+1 size, +2 Dex, +1 deflection), touch 14, flat-footed 12
Base Attack/Grapple+3/+2
Attack+1 greatsword +7 melee (2d6+4/19–20)
Full Attack+1 greatsword +7 melee (2d6+4/19–20)
Space/Reach5 ft./5 ft.
Special Attacks―
Special QualitiesDamage reduction 10/―, darkvision 60 ft., low-light vision, intelligent weapon, warding enchantment, limitations, construct traits
SavesFort +1, Ref +3, Will +2
AbilitiesStr 16, Dex 14, Con ―, Int 13, Wis 12, Cha 10
SkillsDiplomacy +6, Escape Artist +9, Hide +7, Listen +5, Spot +5
FeatsCombat ExpertiseB, Flyby Attack, Weapon Focus (greatsword)
EnvironmentAny
OrganizationSolitary
Challenge Rating4
TreasureAnimated sword
AlignmentUsually neutral
Advancement6–20 HD (Small)
Level Adjustment+4

Description

A magnificent sword glides gracefully through the air, its sleek, polished blade gleaming and the edge razor-sharp. This weapon appears as though crafted by a master smith, with an exotic hilt and a guard finished with artistic flair.

When a sword is crafted by an intelligent construct, it may be invested with the spirit and capabilities comparable to a living being. Such swords are constructed with the intention of crafting an intelligent weapon, but are also given the means to direct their own destiny. They are capable of acquiring new abilities and skills, and in time they can become very formidable beings.

As living swords have very limited physical abilities, they are willing to partner with a creature that can aid them in their goals. In this manner, living swords can bond with kindred spirits, and they have even been known to become cohorts to legendary heroes.

Combat

A living sword was built for combat, and has absolutely no fear of a stand-up fight. However, whenever possible it will attempt to gain a tactical advantage and place its opponent in a weak position prior to combat.

Intelligent Weapon (Sp): This being has the form and physical properties of an intelligent +1 greatsword.

The living sword can be wielded by any creature that holds it by the hilt, and the sword can communicate with its wielder by empathy. If it does not want to be used in this manner, it can wriggle out of the grasp on a successful Escape Artist check. As the weapon is intelligent, it has an ego and can attempt to dominate its wielder.

Warding Enchantment (Sp): A living sword gains a deflection bonus to its Armor Class equal to its enchantment bonus, and adds the enchantment bonus on all its saving throws. (The statistics already reflect these bonuses).

Limitations (Ex): As the sword lacks any limbs that can be used to manipulate objects, it is unable to perform any task that normally requires the use of hands or feet. Thus it is unable to use a shield, grab or hold a foe, or attempting to use a manual skill such as Open Locks or Sleight of Hand. However it can lift and carry an object that has a sturdy loop or handle it can slip over the blade.

Skills: Living swords have a +4 racial bonus on Escape Artist checks.

Construction

The methods needed to produce a living sword are known by a few intelligent, extraplanar constructs. Such knowledge is never shared with other life forms, although on occasion such a weapon may be crafted to serve as a cohort to a non-construct.

A living sword must be constructed as an intelligent magic greatsword, then magical animation techniques are used to invest the blade with a spirit and purpose. Assembling the weapon requires a DC 20 Craft (weapon smithing) check.

Once completed the weapon is an independent life form that can choose its' own destiny. It is normally created with a specific purpose and will dedicate itself to the completion of that task. However it does not normally gain a special purpose item-dedicated power unless a spell-caster enchants it with the ability.

CL 10th; Craft Construct, animate objects, greater magic weapon, spiritual weapon, caster must be at least 10th level; Price 3,300 gp; Cost 1,500 gp + 120 XP.

Advanced Benefits

Living swords also gain the following special benefits due to Hit Dice advancement. (The tables of intelligent item powers from the core rulebook II can be used to randomly determine the lesser and greater powers of the living sword.)

  • 6+ HD ― Gain the ability to speak Common plus one language per point of intelligence. Communicate telepathically with its wielder.
  • 7+ HD ― Gain 1 intelligent item lesser power.
  • 8+ HD ― Magical enchantment improves to +2.
  • 9+ HD ― Gain 1 intelligent item lesser power.
  • 10+ HD ― Darkvision 90 feet, blindsense 60 feet, fly 30 ft. (perfect), and it can read any language it can speak.
  • 11+ HD ― Gain 1 intelligent item lesser power.
  • 12+ HD ― Magical enchantment improves to +3.
  • 13+ HD ― Gain 1 intelligent item lesser power.
  • 14+ HD ― Darkvision 120 feet, telepathy 50 feet, and fly 40 ft. (perfect).
  • 15+ HD ― Gain 1 intelligent item greater power.
  • 16+ HD ― Magical enchantment improves to +4.
  • 17+ HD ― Gain 1 intelligent item greater power and 1 lesser power.
  • 18+ HD ― Telepathy 100 feet, blindsense 120 feet, fly 50 ft. (perfect), and gain Spell-Like Abilities: At will―read magic. Caster level equals Hit Dice.
  • 19+ HD ― Gain 1 intelligent item greater power.
  • 20+ HD ― Magical enchantment improves to +5.

Also in this section of the source

Lizardfolk, Greater

Author: Robert J. Hall.

StatisticValue
Size/TypeLarge Humanoid (Reptilian)
Hit Dice4d8+8 (26 hp)
Initiative-1
Speed40 ft. (6 squares), swim 15 ft.
Armor Class17 (-1 size, -1 Dex, +6 natural, +2 heavy shield), touch 15, flat-footed 17
Base Attack/Grapple+3/+10
AttackHeavy mace +6 melee (2d6+3) or masterwork sling +3 ranged (1d6+3)
Full AttackHeavy mace +5 melee (2d6+3) and bite +0 melee (1d8+1); or masterwork sling +3 ranged (1d6+3)
Space/Reach10 ft./10 ft.
Special Attacks―
Special QualitiesSpell-like abilities, hold breath
SavesFort +6, Ref +0, Will +2
AbilitiesStr 17, Dex 8, Con 15, Int 11, Wis 13, Cha 8
SkillsBalance +2, Craft (leatherwork) +2, Listen +5, Spot +3, Swim +10.
FeatsEndurance, Weapon Focus (sling)
EnvironmentTemperate marshes
OrganizationSolitary, gang (2–4), band (6–9 plus 35% noncombatants plus 1 elder level) or hunting/trading party (6–9 plus 1 elder), or tribe (21–30 plus 1–3 elders and 3–6 crocodiles)
Challenge Rating3 (elder 5)
Treasure50% coins, 100% goods, 100% items
AlignmentUsually lawful good
AdvancementBy character class
Level Adjustment+2

This giant reptilian creature has humanoid features, and stands upright upon muscular lower legs. It has powerful arms, a heavy tail, clawed hands, spiny, segmented plates down the back, and a long, sleek head.

Somewhat comparable in appearance and behavior to lizardfolk, this race is distinguished by their larger stature and the prominent spiny, segmented plates covering their back. Greater lizardfolk are more intelligent and rational in nature than their lesser brethren, and prone to think carefully before committing acts of violence.

Their often pacifist nature has earned them respect with good-natured races such as elves and dwarves. However they are few in number and often reclusive, so only an occasional outsider is aware of their creditable attributes. They call themselves the Hurshliss, although other races typically just identify them as giant lizardfolk.

A greater lizardfolk is usually between 12 to 15 in height with green or brown scales that are lighter in shade along the belly and neck. Its heavy tail is used for both balance and swimming, and is typically 6 to 8 feet long. A greater lizardfolk can weigh 1800 to 2400 pounds.

Greater lizardfolk speak Draconic and Common.

Combat

Greater lizardfolk prefer to fight in partly submerged, swampy ground, where they can pelt opponents with rocks using their masterfully crafted slings, then slip away under the surface when a dangerous foe gets uncomfortably close. They will also ambush their foes from underwater, springing up onto the ground and hammering away with their heavy mace and vicious bite.

Spell-Like Abilities: 1/day―magic fang (DC 12), speak with animals (reptiles only, duration 1 minute). Caster level equals the greater lizardfolk's Hit Dice. The save DC is Charisma-based and include a +2 racial bonus.

Hold Breath (Ex): A greater lizardfolk can hold its breath for a number of rounds equal to five times its Constitution score before it risks drowning.

Greater Lizardfolk as Characters

Greater lizardfolk characters possess the following racial traits.

  • +6 Strength, -2 Dexterity, +4 Constitution, +2 Wisdom, -2 Charisma.
  • Large Size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A greater lizardfolk's base land speed is 40 feet, and a swim speed of 15 feet.
  • Racial Hit Dice: A greater lizardfolk begins with four levels of humanoid, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
  • Racial Skills: A greater lizardfolk's humanoid levels give it skill points equal to 7x(2 + Int modifier). Its class skills are Balance, Listen, Spot, and Swim. Greater lizardfolk have a +4 racial bonus on Balance and Swim checks, and a +2 racial bonus on Craft (leatherworking).
  • Racial Feats: A greater lizardfolk's humanoid levels give it two feats.
  • Weapon and Armor Proficiency: A greater lizardfolk is automatically proficient with simple weapons and shields.
  • +6 natural armor bonus.
  • Natural Weapons: 2 claws (1d6) and bite (1d8).
  • Special Qualities (see above): Hold breath, spell-like abilities.
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Dwarf, Elf.
  • Favored Class: Ranger.
  • Level adjustment +2.

The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield.

Greater Lizardfolk Society

Greater lizardfolk can live for up to several centuries. Elder members of their society are greatly respected for their knowledge and wisdom, and councils of elders rule over the settlements. Communities of greater lizardfolk are peaceful and orderly, with significant importance given to time-tested customs. Those who are masters of important crafts, as well as the most accomplished in the druidic arts, are widely respected and often become leaders in the ruling councils.

Almost all clans of greater lizardfolk can be found deep in extensive swamps, although a few will dwell in inaccessible caves along lake shores or rocky islands. Their dwellings are typically air-filled domes with an underwater entrance. The interior of these domes is artfully decorated in a manner that even a dwarf might admire, and the structure is remarkably solid and resilient. The top of these domes become covered in wild growths, forming islands among the marshes. Often travelers through the swamps may rest upon these islands, not even aware that they are inhabited.

The greater lizardfolk are skilled fish catchers, and have learned to domesticate various swamp-dwelling denizens which they harvest for their meat and hides. They are highly skilled in the manufacture of leather hides, producing much-sought items through special means known only to their elder craftsmen. Among these are supple leather skins that can be used as water-proof writing materials using special inks. They are also skilled in the arts of pottery, underwater masonry, and forging metals that do not rust. When trading with other races, they seek items that will fare well in their swamp domain, such as ivory, gem stones, durable hardwoods, and glass or crystal.

Greater Lizardfolk Characters

Where their peaceful nature is known, greater lizardfolk are generally accepted into civilized society as traders and scholars. But their reptilian appearance unnerves many folk, often leading to intolerance. So their preference is for their native swamps and marshes, where they often interact with outsiders visiting their islands on boats.

Most greater lizardfolk leaders are rangers, druids or experts. A greater lizardfolk cleric has access to two of the following domains: Animal, Good, Plant, or Water.

All 820 monsters in the Netbook Bestiary