Large Aberration, Neutral
Armor Class 18 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft., Fly 40 ft. (hover)
STR
20 (+5)
DEX
11 (+0)
CON
17 (+3)
INT
4 (-3)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +8
Skills Perception +4
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 60 ft., Passive Perception 14
Languages Understands all languages but can’t speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The swordsman has advantage on saving throws against spells and other magical effects.

Material Projection (1/day). While on the astral plane, the swordsman can perform a 1 hour ritual to project itself onto the material plane. Its form on the material plane is tethered to its true form by a silvery cord. Its true form is unconscious while it is projecting in this way. This projection ends if the swordsman’s form on the material plane is reduced to 0 hit points, if its true form takes any damage, if the swordsman ends it as a bonus action, or if the swordsman’s silvery cord is cut. When a creature using a magical melee weapon that deals slashing damage rolls a 20 on an attack roll against either of the swordsman’s forms while it is projecting, it can cut the cord. The swordsman must then make a DC 20 Constitution saving throw. On a successful save, the swordsman’s true form awakens as normal. On a failed save, the swordsman’s true form instantly dies.

Silvered Weapons. The swordsman’s weapon attacks are silvered.

Actions

Multiattack. The swordsman uses its Astral Slash if it can and makes two weapon attacks.

Silver Sword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 10 (3d6) force damage. On a critical hit against a target in an astral body (as with the astral projection spell), the swordsman can cut the silvery cord that tethers the target to its material body, instead of dealing damage.

Astral Slash (Recharge 5-6). The swordsman summons a sword made of magical force and swipes it across a 30 foot-line that originates at a point within 60 feet of it. Each creature in that line must make a DC 14 Dexterity saving, taking 10 (3d6) force damage on a failed save or half as much on a successful one.

Monster Tags: NPC

Habitat: Urban

Newb_DM

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