Encounter Traits. Arcane Adept (arcane clash). Martial Adept (martial clash). Ruthless (selective). Merciful (selective). Tactician (improved - independence). Slaver (selective - soul).
Bladed Armor. A creature that grapples the Lord of Blades or is grappled by him takes 13 (3d8) slashing damage. A creature takes 13 (3d8) slashing damage if it starts its turn grappling or being grappled by the Lord of Blades
Charge. If the Lord of Blades moves at least 10 feet straight toward a target and then hits it with his adamantine sixblade on the same turn, the target takes an extra (2d10) slashing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Concentrated Intellect. The Lord of Blades can concentrate on two spells requiring concerntration at the same time, so long as the sum of the spell levels of each spell does not exceed 7. While concentrated on two spells, the Lord of Blades must succeed on a Constitution ability checks of half the damage received + 5 or 15, whichever is higher.
Greater Dragonmark (Making). The Lord of Blades knows the spells fabricate and creation, each of which he can cast once without expending a spell slot or using a material component. The spellcasting ability for these spells is Intelligence. The Lord of Blades must complete a long rest to regain the use of these spells.
Spellcasting. The Lord of Blades is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +12 to hit with spell attacks). The Lord of Blades has following artificer and wizard spells prepared:
Cantrips (at will): booming blade, fire bolt, mage hand, mending, prestidigitation
1st level (4 slots): alarm, [Tooltip Not Found], burning hands, comprehend languages, faerie fire, grease
2nd level (3 slots): enhance ability, invisibility, magic weapon, scorching ray
3rd level (3 slots): fireball, lightning bolt, protection from energy
4th level (3 slots): arcane eye, fabricate, faithful hound
5th level (2 slots): animate objects, creation, geas, scrying
6th level (2 slots): globe of invulnerability, programmed illusion
7th level (2 slots): mordenkainen's sword, forcecage, teleport
Warforged Resilience. The Lord of Blades has advantage on saving throws against being poisoned, is immune to disease, and magic cannot put him to sleep. In addition, as the Lord of Blades does not dream, he is immune to the influence of magic or other effects that influence dreams.
Multiattack. The Lord of Blades makes three attacks: two with his adamantine sixblade and one with his bladed arms.
Adamantine Sixblade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) slashing damage plus 7 (2d6) force damage.
Bladed Arms. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Fire Bolt. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 15 (3d10) fire damage.
Attack of Opportunity.
Clash of Unmaking. If a creature bearing a Dragonmark (Making) casts a spell that solely targets the Lord of Blades, he can initiate an arcane clash.
War Casting. When a hostile creature's movement provokes an opportunity attack from the Lord of Blades, he can use his reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
The Lord of Blades can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Lord of Blades regains spent legendary actions at the start of its turn.
Attack (Costs 1 Action). The Lord of Blades makes one weapon attack using his adamantine sixblade.
Cantrip (Costs 1 Action). The Lord of Blades casts one of his cantrips.
Blade Dash (Costs 3 Actions). The Lord of Blades moves up to his speed without provoking opportunity attacks, then makes one attack with his adamantine sixblade. He can make one bladed arms attack against each creature he moves past.
Reforged for War (Cost 3 Actions. Recharge 6). The Lord of Blades may reforge a warforged within 20 ft. The warforged takes on the statistics of a warforged titan (with 65 hitpoints) imbued it with one of the following traits, determined by a 1d4 roll:
(1) Assassin - Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
(2) Forger - Once per combat, the forger can create a magical protector cannon. The cannon emits a burst of positive energy that grants itself and each creature of the forger's choice within 10 feet a number of temporary hit points equal to 1d8 + its Intelligence modifier (minimum of +1).
(3) Mage - Once per turn, the mage can cast counterspell as a reaction. The counterspell is always cast at 3rd level, but uses the Intelligence modifier of the Lord of Blades in its casting.
(4) Pugilist - Once per turn, as a part of a melee weapon attack, the pugilist can attempt to stun its target. The target must succeed on a DC 15 Constitution saving throw, or be stunned until the end of the pugilist's next turn.
Description
The Lord of Blades is a powerful warforged leader. The Lord of Blades was forged in a Cannith creation forge in Making (former Cyre) in the final years of the Last War.
The second of the progenitor Cannith warforged, the Lord of Blades is a "true" warforged that was imbued with a piece of the Soul of Aaren d'Cannith. However, the piece of the Soul of Aaren imbued in the Lord of Blades, represents Aaren's obsession with discovering "True Making." Blessed with supreme intelligence, the Lord of Blades understands that he is imperfect; although a true warforged, the Lord of Blades was not Made. This knowledge, combined with his obsession to discover the nature of True Making, has bred within the Lord of Blades a supreme hatred for his creators in House Cannith.
"Makers Be Unmade."
Lair and Lair Actions
The Lord of Blades maintains absolute dominion over the fortress of Making, located atop the Glass Plateau of the Mournland, known as the Genesis Forge. Surrounded by his creations (abominations and works of arcane wonder alike), the Lord of Blades can be heard working at the Genesis Forge; the sound of a metal hammer ringing upon an anvil. However, the Genesis Forge pulls upon magics known and unknown to the Lord of Blades. While he maintains the semblance of control over the Forge, at times it may act as if it has a mind of its own.
Lair Actions
On initiative count 1 (losing initiative ties), the Lord of Blades and the Genesis Forge will roll for control of the lair. Whichever has control of the lair can use a lair action to cause one of the following effects; the same effect be used two rounds in a row:
- Fires of Creation - A wreath of flame washes out from the Genesis Forge. Roll a 1d2. On a 1, the flames cause 4d6 fire damage to all hostile creatures within 120 ft. of the forge. On a 2, the flames heal all friendly creatures for 4d6 health.
- Blueprints of a Dream - The Genesis Forge pulses with energy pulled directly from the Plane of Dreams. A random target will receive advantage on its next attack of saving throw.
- Tethered to Steel - The Genesis Forge attempts to tether the arcane energies swirling about it to a material element. A random target is chosen. All creatures within 60 feet of the target will be pulled 30 feet directly toward the target. If the target is (a) wearing heavy armor made of metal, (b) wearing a shield made of metal, or (c) wielding a weapon made of metal, all creatures are pulled to the unoccupied square nearest to the target and take 2d10 force damage.
If Fires of Creation, Blueprints of a Dream and Tethered to Steel independently occur in three rounds (i.e., none of the lair actions repeat in a three round period), then the following lair action occurs.
- The Measure of Souls - Effects unknown.
Previous Versions
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