Large Construct (Warforged), Lawful Neutral
Armor Class 18 (Natural Armor)
Hit Points 230 (21d10 + 105)
Speed 40 ft.
STR
27 (+8)
DEX
13 (+1)
CON
21 (+5)
INT
11 (+0)
WIS
21 (+5)
CHA
11 (+0)
Saving Throws STR +14, CON +11
Skills Acrobatics +6, Athletics +14, Insight +11
Damage Resistances Fire, Force, Lightning, Thunder
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Unconscious
Senses Blindsight 30 ft, Truesight 60 ft, Passive Perception 11
Languages Common
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Deadly Critical. The Bladeward scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.

Immutable Form. The Bladeward is immune to any spell or effect that would alter its form.

Reactive. The Bladeward can take one reaction on every turn in a combat.

Regeneration. The Bladeward regains 10 hit points at the start of its turn. Only a wish spell can prevent this trait from functioning.

Actions

Multiattack. The Bladeward makes four plasma longsword attacks.

Plasma Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. This sword ignores any resistance, immunity, or effect.

Overdrive(1/day). The Bladeward greatly enhances itself past any limits, causing the Bladeward to be under the effect of foresight for 1 minute. When this ability ends, the Bladeward becomes incapacitated until the end of its next turn. 

Reactions

Parry. The Bladeward adds 6 to its AC against one melee attack that would hit it. 

Description

An advanced warforged powered by Force magic that uses plasma longswords to completely overpower its opponents. Bladewards are often assigned to  protect the most powerful and dangerous of items.

SlazerBlazer

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