Armor Class
17
(natural armor)
Hit Points
12
(5d4)
Speed
0 ft., fly 50 ft.
STR
12
(+1)
DEX
15
(+2)
CON
11
(+0)
INT
1
(-5)
WIS
5
(-3)
CHA
1
(-5)
Saving Throws
DEX +4
Damage Immunities
Poison, Psychic
Senses
Blindsight 60 ft. (blind beyond this radius), Passive Perception 7
Languages
--
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Antimagic Susceptibility. The knife is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the knife must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the knife remains motionless and isn't flying, it is indistinguishable from a normal knife.
Actions
Knife. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 1) piercing damage.
This is identical to the Flying Dagger from Baldur's Gate: Descent Into Avernus except the EGtW version has more hit points and better to-hit and damage. So if you're a DM and you want a knife to fly across the room at your player characters, this is unquestionably the stronger one.
that was probably the point mat probably wanted a stronger nife and was like "to hell with it let the player have it"
This was great fun, picked it up in game 2, it came back in game 8, when the party tried to skin something with it it became active....at 3 am when no one was wearing armor 😆
Shouldn't the Hit for the action be 3 (1d4+1) or 5 (1d8+1)? First makes the static number befit the average of the dice, other makes the dice average better fit the static number.
Flying Sword has 5 as well, but it gets t from 1d8+1, not from 1d4+1.
I scrolled down just to point this out. Glad to see someone else spotted this glaring typo.
Hopefully it gets corrected so we don't have to guess anymore.
It's the same CR as a Flying Dagger despite having more HP & being otherwise identical. It should almost certainly be 3, not 5. If anything, it would even have made sense as a flat 1d4...
If it's intended to do more damage than a Flying Dagger, why not 1d6+1, or even 2d4-1?
(I like 2dN -1 rolls; they provide options to get around power jumps.)
I think it really should be 4 (1d4 + 2). since it should use DEX for the damage mod, as it does for the to hit mod. Then again, Flying Dagger should also be a +4 to hit and 4 (1d4 + 2) damage. I'm not sure why that uses STR for both, when a Dagger is a Finesse weapon, or why this uses DEX for the to hit, and STR for the damage. Basically ended up with two near identical items (HP being the exception), both of which are set up incorrectly.
Shouldn't it use DEX? Like how the dagger has the Finesse?
Cool.
It brings me great joy to kill my players, is that problematic?