The wandering swordsmen (3.5e Creature)
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| Wandering swordsmen | |
|---|---|
| Size/Type: | Medium Outsider |
| Hit Dice: | 8d8+9 (58 hp) |
| Initiative: | +5 |
| Speed: | 50 ft |
| Armor Class: | 30 (10 +5 Dex +15 magic), touch 30, flat-footed 25 |
| Base Attack/Grapple: | +9/+4/12 |
| Attack: | 4+ Time striking Longsword |
| Full Attack: | +4 Time strikingLongsword (1d8 +4 melee) |
| Space/Reach: | 5ft/5ft |
| Special Attacks: | Time theft, Karmatic strike, Sneak attack +3d6 |
| Special Qualities: | Time freeze, Dark vision 70 feet, retribution |
| Saves: | Fort +9, Ref +7, Will +6 |
| Abilities: | Str 16, Dex 20, Con 16, Int 18, Wis 18, Cha 20 |
| Skills: | Knowledge (The Planes) +9, Knowledge (Arcana)+9 Climb (Str) 12, Handle Animal (Cha)12, Intimidate (Cha)12,
Jump (Str)12, Ride (Dex)12, Swim (Str)12. |
| Feats: | Weapon focus (Longsword), Power attack, Toughness, Run |
| Environment: | Any |
| Organization: | solitary,cult (2-5)or vengeance (6-20 + 1 at least sixteenth level cleric) |
| Challenge Rating: | By character class +3 |
| Treasure: | +4 Longsword, double standard |
| Alignment: | Neutral Good |
| Advancement: | By character class |
| Level Adjustment: | By character class |
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Suddenly everything stops and only you seem to be able to move. A dark figure has appeared and is walking toward you it wears a black robe and has a huge sword drawn it is glowing faintly red. It looks at you then raises its hand a flash of energy hits you and you feel stronger. Then it turns and stabs one of the figures he falls an old man it disappears in a flash of power Born when the suffering of humanoids has hit a point that the universe itself is reacting wandering swordsmen (Or Karmanic swordsmen) come either a lone assassin or an invading swarm. They are the dark lords of time and wield the power for karmatic revenge. To much negative energy being built and they strike leaving fear and terror in their wake. They rarely directly attack but rather locate their target (or targets) and use their freeze time ability to gain the element of surprise. Once in battle they use their time shifting abilities to weaken their opponents to a level they find suitable then coming in with their Karmanic strike ability. But their coming to the world is rare and means that the natural order as been tainted. If a Necromancer has managed to cheat death and is now using his powers to torture, dominate and slaughter a city they come. On the other hand their coming could also mark a change for good. If an individual has gained so much positive energy and has attracted their attention they often come to him and use their temporal abilities to extend his life. This is rare and requires a truly astounding amount of positive energy. Wandering swordsmen speak common, Undercommon, Elven, Dwarven, Halfling, gnomish, Goblinoid, giant and Abyssal
[edit] Combat
When attacking wandering swordsmen use their temporal abilities to weaken and debilitate opponents before using their Karmanic strike to either wound or kill opponents. Time Thefttheft a Wandering swordsman can at will attempt to drain several years from their targets life span (Will Dc 25) on success they can add 2d20 years to their opponents age (These 'bonus years can not kill the chosen target). He can also reverse this ability giving a target 2d20 bonus years to live (Subtract 2d20 from targets age) This ability can send a target bellow the age of adulthood (It can't make a human younger than 15 for example)
Karmanic strike As a touch attack once a day a wandering swordsmen can use his sword to cause the target all the pain he has caused others. Unless a Will save is made (DC 30) the target dies. If the save is a success the attack does 1d20 damage and roll a d6 to decide the other effects 1. Target loses their arm 2. Targets age increases by 2d6 3. Target is frozen by fear for 1d8 rounds 4. Target takes 1d6 intelligence or wisdom damage 5. Target takes 3d6 damage 6. Damage done by Karmanic strike doubles
Time freeze This ability acts as the freeze time spell(Caster level 20) and continues until the wandering swordsmen makes an attack
RetributionIf a wandering swordsmen hp goes bellow 0 he automatically sends a call and in 1d6+2 rounds 1d6 wandering swordsmen will come to avenge him. (These wandering swordsmen are treated as 3rd level warriors and they do not have the retribution ability)
Outsider traits
The wandering swordsmen shown here was a ninth level warrior and had the following abilities (Before racial adjustment) |str= 16 |dex= 18 |con= 16 |int= 16 |wis= 16 |cha= 18
Time strike any longsword in the hands of a wandering swordsmen automatically gains this ability Add 1d4 years to opponents age Will save (15 + Wandering swordsman class level) This enchantment is impossible to have unless wielder is a wandering swordsman
This has been a Kobold Crusher 547 creation.
Back to Main Page → 3.5e Homebrew → Creatures → CR 9[[Category:CR 9
