Medium Construct, Lawful Evil
Armor Class 20 (Darkwood plating)
Hit Points 120 (14d8 + 57)
Speed 45 ft.
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws STR +6, DEX +6
Skills Acrobatics +6, Athletics +6, Stealth +6
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 60 ft., Passive Perception 13
Languages Common, Draconic, Dwarvish
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Agile Parry. If the Blade of Sith makes an attack as part of the Attack action on its turn and is holding a Kensei weapon, the Blade of Sith can use it to defend itself if it is a melee weapon. It gains a +2 bonus to AC until the start of its next turn, while the weapon is in its hand and it isn’t incapacitated.

Kensei's Shot. The Blade of Sith can use a bonus action on its turn to make its ranged attacks with a Kensei weapon more deadly. When the Blade of Sith does so, any target hit with a ranged attack using a Kensei weapon takes an extra 1d4 damage. The Blade of Sith retains this benefit until the end of the current turn.

Magic Kensei Weapons. The Blade of Siths attacks with Kensei weapons counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deft Strike. When the Blade of Sith hit a target with a Kensei weapon, it can cause the weapon to deal 3 (1d6) extra weapon damage. 

Stunning Strike. The blade of sith can interfere with the flow of ki in an opponent’s body. When the blade of sith hit another creature with a melee weapon attack, it can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Evasion. When the blade of sith is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Ki. The blade of sith has 10 ki points, and the ki DC is 14.

Flurry of Blows. Immediately after the blade of sith takes the attack action on its turn, it can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense. The blade of sith can spend 1 ki point to take the Dodge action as a bonus action on its turn.

Step of the Wind. The blade of sith can spend 1 ki point to take the disengage or dash action as a bonus action on its turn, and its jump distance is doubled for the turn.

Martial Arts. The blade of sith practice of martial arts gives it mastery of combat styles that use unarmed strikes and monk weapons. It can make an additional attack with its bonus action. 

 

Actions

Multiattack. The Blade of Sith can make two two-bladed-sword, or throw two throwing knives.

Two Bladed Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. 

Throwing Knife. RangedWeapon Attack: +6 to hit, range 20/60 ft., # target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

Deflect Missile. The Blade of Sith can use its reaction to deflect or catch the missile when it is hit by a ranged weapon attack. When the Blade of Sith does so, the damage it takes from the attack is reduced by 1d10 + 10.

If the Blade of Sith reduces the damage to 0, it can catch the missile if it is small enough for it to hold in one hand and it has at least one hand free. If the Blade of Sith catches a missile in this way, it can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition it caught, as part of the same reaction. The Blade of Sith makes this attack with proficiency, regardless of its weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20/60.

Slow Fall. The Left Hand of War can ignore 40 fall damage. 

Monster Tags: NPC

Damakos69

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