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Invisible stalker portrait

The weapon dances in the air as though it had a life of its own.

Statistics[]

Race: aberration
Size: medium
Alignment: true neutral
Armor class: 32
Hit points: 200
Attack bonus: +25/+20/+15/+10  (see notes)
Damage: (see notes)

Hit dice (level): 20
Challenge rating: 31

Saves
  fortitude 12
reflex 6
will 6
Abilities
  strength 20
dexterity 10
constitution 10
intelligence 10
wisdom 10
charisma 10
Spell resistance: 28
Damage resistance
  acid 20/-
  cold 20/-
  electrical 20/-
  fire 20/-
  sonic 20/-
Damage reduction: 10/+6

Trained skills:(‡) concentration (1), parry (21)
Feats: called shot, disarm, improved disarm, improved knockdown, improved power attack, knockdown, power attack, ambidexterity, improved two-weapon fighting, two-weapon fighting, weapon proficiency (exotic), weapon proficiency (martial), weapon proficiency (simple)

Blueprint:(‡) weaponspirit

Special abilities[]

A weapon spirit has immunity to fear, knockdown and the usual construct immunities to critical hits, death magic, disease, level drain, ability drain, mind-affecting spells, paralysis, poison, and sneak attack.

Notes[]

  • The weapon spirit will possess and equip whatever weapons the player had when entering the area. If the player came unarmed, the spirit will instead take and equip a +3 warhammer with +d8 massive criticals (+6 and +2d6 sonic damage versus constructs) from a nearby container. In either case, the weapons that the spirit has will be part of its loot.
  • The weapon spirit can move through other creatures, but lacks the 50% concealment that is often associated with incorporeal creatures.
  • The race is likely intended to be "construct".
  • This creature has a very fast movement rate (running 5.5 mps). Additionally, for the first three seconds, it is given a 50% speed increase for the visual effect of moving a weapon from the player to the creature's starting point.
  • A single casting of dispel magic, greater dispelling or Mordenkainen's disjunction dismisses the creature but, typically, eliminates any experience reward for its death.
  • If the creature remains alive for 12 rounds or is fully disarmed, it will die granting 1000 experience points to the player character.
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