Flying Sword
Small Construct, unaligned
50 XP
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
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.