Sunlight Sensitivity. While in sunlight, the bladewalker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Bladewalking. Bladewalkers ignore difficult terrain.
Bolted-on Weapons. Bladewalkers cannot be disarmed.
Awkward Gait. Bladewalkers take a full movement action to get up from prone.
Multiattack. The bladewalker makes two blade attacks.
Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) slashing damage.
Whirlwind. Melee Weapon Attack: +4 to hit, reach 5 ft., all targets within 5'. Hit: 6 (1d8 + 2) slashing damage.
Charge. Melee Weapon Attack: +4 to hit, bladewalker must have moved at least 15', one target. Hit: 6 (1d8 + 2) slashing damage and target must make a DC 13 Dexterity save or be knocked prone.
Evisceration. Melee Weapon Attack: +4 to hit, reach 5 ft., target must be prone, one target. Hit: 13 (2d8 + 4) slashing damage.
Description
Bladewalkers are a combination of mummification techniques and constructs, having weapons bolted onto their arms and legs and making them devastating blade combatants. It means they cannot be disarmed, and also means they cannot manipulate anything requiring fine movement such as doorknobs, window latches, and so-on, and are incapable of carrying anything that cannot be skewered readily.
Their stilted four-legged posture makes them very quick, and allows them to ignore difficult terrain. It does make it awkward for them to get up when they fall.
The are semi-free-willed undead, capable of doing more than simple programmed behavior, but unable to act completely autonomously. They can understand the language of their creator, and can respond nonverbally, but do not speak.
Previous Versions
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