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Flying Sword

Small Construct, unaligned

CR 1/4

50 XP

AC: 17 (natural armor)
HP: 17 (5d6)
Speed: , fly 50 ft.
Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 7
Languages:
STR
12
+1
DEX
15
+2
CON
11
+0
INT
1
-5
WIS
5
-3
CHA
1
-5

Special Abilities

Antimagic Susceptibility

The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance

While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

Actions

Longsword

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Quick Reference

Challenge: CR 1/4
Type: Construct
Size: Small
Alignment: unaligned
Best for party of 4 at level 1-2

Running This Encounter

Flying Swords are autonomous magical weapons best used as mysterious guardians or animated treasures. Run them as relentless, single-minded combatants that pursue targets with unwavering determination. Use their high AC and flight to create challenging positioning problems for melee-focused parties. Control multiple swords to create action economy pressure, or use one as a memorable miniboss encounter for lower-level groups.

Combat Tactics

Flying Swords attack relentlessly with their Longsword strikes, using their fly speed to maintain distance from dangerous melee combatants. They lack intelligence and cannot be reasoned with, making them ideal for encounters where negotiation is impossible. Position them to flank with other enemies or force the party to use ranged attacks and spells.

Environment & Setting

Enchanted armories, wizard towers, treasure vaults, or temples protected by magical wards. Flying Swords work well as guardian constructs in dungeons or as sentient weapons brought to life through ancient magic.