Medium Undead, Lawful Evil
Armor Class 19 Unarmored Defense
Hit Points 98 (15d8 + 30)
Speed 40 ft., Walk 0 ft.
STR
7 (-2)
DEX
22 (+6)
CON
14 (+2)
INT
14 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +10, WIS +6
Skills Intimidation +11, Perception +13, Stealth +14
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Cold, Necrotic, Poison, Slashing; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 11
Languages Any languages it knew in life
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Ethereal Sight. The spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Animate Weapons. A blade spirit can animate up to six slashing weapons, and it is always encountered with 6 such weapons around itself. These fully corporeal weapons can move up to 20 feet away from the spirit in a single move and attack.  The Blade Spirit can attack with all animated weapon at once when taking the Multiattack action.

Weapon Immunity: A blade spirit is immune to all damage inflicted by slashing weapons, no matter how magical, although associated damage is inflicted normally

Actions

Withering Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Animated Blade. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Multiattack. The Blade Spirit can move all blades under its control anywhere within 20 feet of itself and attack once with each of them. 

Etherealness. The spirit enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

 

Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Bonus Actions

Weapon Domination. The Blade Spirit can briefly control ANY  slashing melee weapon held by any creatures it can see within 20 feet.  Any characters holding a slashing weapon within 20 feet of the Blade Spirit must make a Charisma Saving Throw DC15 or make one attack upon himself, even stabbing himself with a slashing ammunition or thrown weapon.  This attack spends the characters' reaction for this round.  If the character already used their reaction this round, it spends their next action.

Weapon Control. The Blade Spirit can briefly control ANY  slashing melee weapon held by any creatures it can see within 20 feet.  Any characters holding a slashing weapon within 20 feet of the Blade Spirit must make a Dexterity Saving Throw DC15 or drops the weapon at their feet.

Reactions

Weapon Domination. The Blade Spirit can control a slashing melee weapon from an attacker it can see within 20 feet.  Using its reaction it can attempt to control the weapon.  The target attacker must make a Charisma Saving Throw DC 15 or turn the attack upon himself instead.  THis effectively uses one attack from the attacker.  The Blade Spirit can wait to see if the attack would hit before using the reaction.

Legendary Actions

The Blade Spirit has 2 Legendary Action

Nimble Escape. The Blade Spirit can move its speed without causing Attack of Opportunity.

Blades of despair (cost 2 action). The Blade Spirit can cause All blades currently under its control to spin furiously in a 20 feet radius sphere around it until the end of the next initiative order.  Anyone in the area of effect or moving into the area of effect suffers 6d8 slashing damage, half-damage with a successfull Dexterity Saving Throw

Description

A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.

Blade spirits are the undead remnants of a powerful smith, almost always tied to a forge. Blade spirits are often, but not always, the spirits of dwarves that linger in the world, striking out with malice and contempt for any who come to the place they haunt.
A blade spirit resembles a number of metal weapons hovering around a  semi-transparent face with glowing red eyes, like coals in a forge. It is associated with ghostly sounds of striking metal and gusts of unexplained heat.

Although a blade spirit has an incorporeal touch that disrupts the bodies of the living, it prefers to use animated weapons to attack while it remains farther away in its incorporeal form.

Lair and Lair Actions

The Spirit summons any slashing weapon not held nor worn in a 20 feet area around it (including the blades already under its control) and creates a 20 feet wide tornado of blades.  Anyone within 20 feet of the Blade Spirit suffer 6d8+[1d8 for each additional weapons], slashing damage, half-damage with a successfull Dexterity Saving Throw.

Habitat: UnderdarkUrban

KSly

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