| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 18 | +4 | +4 |
| CON | 22 | +6 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 12 | +1 | +1 |
| CHA | 5 | −3 | −3 |
Swarm Form
The mimic weapons move like a living cloud.
The swarm can occupy another creature’s space, and other creatures can occupy the swarm’s space.
The swarm cannot be grappled, knocked prone, or restrained by nonmagical means.
The swarm resists weapon attacks as follows:
• Melee weapon attacks made against the swarm deal half damage unless they are magical.
• The swarm is unaffected by effects that target a single object, weapon, or creature part.
Additionally, the swarm can flow through openings as small as 4 inches wide without squeezing.
Coordinated Assault
The animated weapons strike in sudden flurries when focusing on a single foe.
If the swarm makes more than one attack against the same creature on its turn, it has +2 to hit with those attacks.
Sharp Edge
The swarm’s collective movement creates a rotating field of slashing metal.
A creature that enters the swarm’s space for the first time on a turn, or starts its turn there, takes 7 (2d6) piercing or slashing damage (your choice each time).
This damage occurs even if the creature avoids attacks or moves carefully.
Weapon Mass
The swarm counts as both a creature and a hazardous environment.
Creatures that try to push, shove, or block the swarm automatically fail unless they are Huge or larger.
Multiattack
The swarm makes four Bite (Weapon Strike) attacks.
Bite (Weapon Strike)
Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 19 (3d8 + 6) slashing damage.
If two or more of these attacks hit the same target on the swarm’s turn, the target must succeed on a DC 18 Strength saving throw or be knocked prone from the force of the swirling blades.
Rending Burst (Recharge 5–6)
The swarm violently explodes outward in all directions in a storm of spinning, cutting weapons.
Each creature in a 20-foot radius centered on the swarm must make a DC 18 Dexterity saving throw:
-
Failure: The creature takes 22 (4d10) slashing damage and is restrained by embedded blades and entangling weapon chains.
-
Success: The creature takes half damage and isn’t restrained.
A restrained creature can free itself by using an action to make a DC 18 Strength (Athletics) check, tearing the weapons loose.
Objects and structures in the area take double damage.
The Animated Weapon Swarm can take 3 legendary actions, choosing from the options below. Only one may be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
Bite (Costs 1 Action)
The swarm makes one Bite (Weapon Strike) attack.
Divide (Costs 2 Actions)
The swarm splits into two smaller swarms, each occupying spaces adjacent to each other.
Each new swarm has half the current hit points of the original (rounded down).
Both swarms act on the same initiative and share legendary actions.
A divided swarm cannot divide again until it has re-merged.
Sweep (Costs 2 Actions)
The swarm lashes outward in a vicious sweeping arc.
Each creature within 10 feet of the swarm must make a DC 18 Dexterity saving throw:
-
Failure: The creature takes 11 (2d10) slashing damage and is knocked prone.
-
Success: The creature takes half damage and is not knocked prone.
Recombine (Costs 3 Actions)
If the swarm is currently split, the two halves rush back together.
Both swarms instantly re-form into a single swarm, combining their current hit points.
All conditions affecting either swarm end when they merge.
Description
A massive pile of animated weapons—swords, axes, and spears—rolls, swings, and bites like a coordinated beast. The swarm can split, re-form, and overwhelm intruders with numbers and speed.
Comments