Bloodlust. When the mageblade scores a critical hit, the number of damage dice is tripled instead of doubled.
False Appearance. While the mageblade remains motionless and isn't flying, it is indistinguishable from a normal, if elaborate, longsword.
Limited Magic Immunity. The mageblade is unaffected by the antimagic field and dispel magic spells. In addition, unless it wishes to be affected, it is immune to all spells of 5th level or lower.
Magic Resistance. The mageblade has advantage on saving throws against spells and other magical effects. Spell attack rolls against it have disadvantage.
Multiattack. The mageblade can use its Charm, if available. It then makes three longsword attacks.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage, plus 9 (2d8) slashing damage if the target is an elf.
Charm (3/day). The mageblade attempts to charm one creature it can see within 60 feet of it. Unless the creature has an Intelligence lower than 4, it must make a Wisdom saving throw (DC 19) or be charmed by the mageblade for 10 minutes. Whenever the creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. Any creature charmed in this way is incapacitated and has its speed reduced to 0, and any time the mageblade hits it with a longsword attack, the attack automatically becomes a critical hit.
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