Quickblade (3.5e Creature)

From D&D Wiki

Jump to: navigation, search
Wait, where did it go?
—Ena, daone huntress, looking for a quickblade.
Quickblade
Size/Type: Medium Construct
Hit Dice: 6d10 (33 hp)
Initiative: +12
Speed: 60 ft
Armor Class: 22 (+8 dex, +4 natural), touch 18, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: keen quickblade rapier +15 melee (1d6 +1 15-20) or darts +12 ranged (1d4)
Full Attack: keen quickblade rapier +15/+15 melee (1d6 +1 15-20) or darts +12 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: wounding critical, whirlwind.
Special Qualities: Darkvision 120 ft, resistance to electricity and cold 10, self repair, dr 5/magic.
Saves: Fort {{{fort}}}, Ref +12, Will +2
Abilities: Str 12, Dex 26, Con -, Int 12, Wis 10, Cha 10
Skills: tumble +21, balance +21, bluff +9 (+13 when feinting).
Feats: Weapon Finesse (bonus), Lightning Reflexes (bonus), Weapon Focus (Rapier) (bonus), Dodge, Mobility, Spring Attack.
Environment: any
Organization: solitary, pair, or gang (1-5 +1-12 other assorted relics)
Challenge Rating: 5
Treasure: standard + keen quickblade rapier
Alignment: usually neutral.
Advancement: by character class or 7-9 hd (medium).
Level Adjustment: +3
This page needs an image. If you are an artist, or know of any image that would fit this page, please upload a picture and add it.

More information...

A sprightly metal construct leaps in front of you, slashing quickly with a rapier, then leaps away.

Quickblades are fast, deadly relics with capricious moods. They attack seemingly on whim, and are as likely to run away as they are to stay and fight.

Combat[edit]

Quickblades keep on their toes in combat, constantly running and dodging to keep their enemies confused. If badly injured, they will attempt to escape and repair themselves.

Wounding Critical (Ex): if a quickblade scores a critical hit in combat, the individual hit must make a fortitude save (dc 18) or their wound starts to bleed, and they take one extra point of constitution damage each round until they either take a full-round action to staunch the wound or they receive magical healing of some kind. The save dc is dexterity based. A dc 18 heal check can also stop the bleeding.

Whirlwind (Ex): whenever a quickblade makes a full attack, they gain an extra attack at their full attack bonus.

Self Repair (Su): If a quickblade lies still and does not exert itself, they can heal 1d10 points of damage for every hour they are calm.

Skills: A quickblade has a +4 racial bonus on tumble and balance checks, and on bluff checks made to feint.



Back to Main Page3.5e HomebrewCreaturesCR 5
Back to Main PageDungeons and DragonsCampaign SettingsRytha and Bas'Mera, The Silver LandsRelics

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors