Turn Immunity. The swordsman is immune to effects that turn undead.
Legendary Resistance (3/Day). If the swordsman fails a saving throw, it can choose to succeed instead.
Undead Fortitude. If damage reduces the swordsman to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the swordsman drops to 1 hit point instead.
Multiattack. The swordsman makes three attacks with its longsword.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands.
Attack Counter. Whenever the swordsman is hit or missed with any attack, it may use this reaction to make one longsword attack against the attacker before damage. If this attack hits and the swordsman rolls higher to-hit than the attack it is reacting to; the swordsman negates that attack, replaces it with his own, and teleports to a location within 5 feet of the attacker; otherwise this reaction does nothing.
Spell Counter. Whenever the swordsman succeeds on a saving throw, it may use this reaction to teleport to a location within 5 feet of the caster and make one longsword attack.
The swordsman can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The swordsman regains spent legendary actions at the start of his turn.
Taunt. The swordsman taunts a creature within 50ft. The target may use their reaction to take any action, if they do the swordsman may take the attack counter or spell counter reaction, otherwise the target must make a DC 17 Charisma saving throw, losing their reaction on a failed save.
Longsword. The swordsman makes one longsword attack.
Reposition. The swordsman moves up to its speed.
Description
Undead Nature. The swordsman doesn’t require air, food, drink, or sleep.







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