Life Stealing. The greatsword has 9 charges. When it attacks a creature and rolls a critical hit, the creature must succeed on a DC 16 Constitution saving throw or be slain instantly as the greatsword tears its life force from its body. Constructs and Undead succeed on the save automatically. The greatsword loses 1 charge if the creature is slain. When it uses its Call the Spirits action, it regains 1 charge. When the greatsword has no charges remaining, it loses this property, but can gain it again if it regains a charge.
Deadly Precision. The greatsword rolls a critical hit on a roll of 16-20. It deals triple damage dice instead of double on a hit.
Slash. Melee Weapon Attack, +9 to hit, reach 5 ft, one target. Hit; 13(2d6+6) slashing damage plus 3(1d6) necrotic damage.
Call The Spirits(1/day). The greatsword calls the spirit of a creature it has slain from one of its chambers. It summons a spectre in a space within 5 feet of the greatsword. The spectre obeys the greatsword's command, and lasts until it is destroyed. The greatsword can have an unlimited number of spectres summoned in this way.
Multiattack. The greatsword makes three Slash attacks.
Parry. In response to an attack that would hit it, the sword uses the edge of its blade to parry the attack, gaining +6 AC against that attack and potentially causing it to miss.
Description
Animated flying swords move as if wielded by unseen warriors. Animated greatswords in particular are stronger and more durable than other such swords, attacking their target with long, cleaving swings. However, when a Nine Lives Stealer strikes its target, it rips the life from its body, and then summons it as a spectre. Given time, it can build up an army of spectres in this way.
Animated Objects
Magic can manipulate mundane items, compelling them to perform simple tasks. Such animate objects might be unassuming tools or decorations that can defend their creator. These objects follow simple instructions from whatever force or magic-user created them. If left unattended, they might defend an area for ages or repeat a task until they wear out.
Roll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.
| 1d10 | The Object Was Animated By ... |
|---|---|
| 1 | A Celestial or Fiend using the object to protect or torment a mortal. |
| 2 | A combination of magic and technology, such as alchemy or alien science. |
| 3 | The essence of someone transformed by a supernatural trickster. |
| 4 | Fey as part of their games or wiles. |
| 5 | Happenstance, with the item gaining a semblance of life after a hundred years of use. |
| 6 | A magic-user in need of a guardian or servant |
| 7 | The song of a magical instrument. |
| 8 | A spirit possessing the object. |
| 9 | Wild magic, a spell that went awry, or a chaotic Artifact. |
| 10 | The will of a powerful psychic being. |
Comments