Enchanted Weapon
Mages and other casters often experiment with enchanting various otherwise inanimate items to do their bidding. Whether enchanting armor to fight for itself or enchanting a cape to help a creature fly, it takes a caster of great skill to enchant an item repeatedly for months on end in order to make the enchantment permanent.
Enchanted Weapon | |||||
|---|---|---|---|---|---|
| Monster Level: 7 | |||||
| Large. Constructed (Arcane) | |||||
| STR | DEX | END | AWR | INT | CHA |
| 4 | 4 | 0 | 3 | -2 | 2 |
| Ref: 14 | Fort: 10 | Ant: 13 | Log: 8 | Will: 12 | |
| Armor Rating 14 | DR 2/Magical Weapons | ||||
| Hit Points 30 | Immune Psychic, Toxic, Necrotic, Nonmagical Weapons | ||||
| Speed 30 ft (Hover) | Senses Blindsense 30 ft | ||||
| Traits Immutable, Unerring Mind | |||||
| Features | |||||
| Arcane Servitude. Enchanted Objects have no will of their own and must obey the simple commands of their master.
Mundane Appearance. While motionless, the Weapon is indistinguishable from a Nonmagical weapon. | |||||
| Actions | |||||
The Weapon can take TWO of the following actions, or take the same action twice. | |||||
| Move. The Weapon can move up to its speed.
Swing. Reach 5 ft, Natural Weapon. +3 vs REF. Hit: 9 (1d10+4) sharp. | |||||