18
Legacy of the Dragons
Blade Breaker Medium Monstrous Humanoid Hit Dice: 6d8+6 (33 hp), dying/dead –2/–12 Initiative: –2 Speed: 20 feet AC: 22 (–2 Dexterity, +14 natural), touch 8, flat-footed 22 Base Attack/Grapple: +6/+12 Attack: Fist +12 melee (2d6+6) Full Attack: 2 fists +12 melee (2d6+6) Space/Reach: 5 feet/5 feet (Face/Reach: 5 feet by 5 feet/5 feet) Special Attacks: Blade catching, metal affinity Special Qualities: DR 10/adamantine (or 10/+1), SR 16 Saves: Fort +6, Ref +0, Will +5 Abilities: Str 22, Dex 6, Con 12, Int 7, Wis 11, Cha 7 Skills: Climb +11, Wilderness Survival +4 Feats: Cleave, Power Attack, Slippery Mind, Sunder Environment: Cold mountains and subterranean Organization: Solitary, pair, or gang (3–8) Challenge Rating: 5 Treasure: Standard Advancement: 7–12 HD (Medium); 13–18 HD (Large) Level Adjustment: +2 Blade breakers were created by the dramojh either by mixing apes and humans with the magical essence of captive earth elementals or by using spells to corrupt and pervert captive rock apes (see page 72). These beasts resemble hairless, hunched simians with stone-grey skin. With supernatural strength and endurance, these beasts can catch their enemies’ weapons in their hands and snap them in half. Their elemental nature allows them to easily sunder iron and steel. These creatures were originally crafted to serve as bodyguards for generals, commanders, and other important figures who might have to participate in battle. They were charged with fending off opponents and preventing injuries to their masters. Though they have the strength and toughness to operate as shock troops, they rarely fought in large formations during the war against the giants. Few of them lived through the struggle, and most died attempting to shield their masters from harm. In the aftermath of the giants’ victory over the dramojh, the few surviving blade breakers fled to isolated areas to escape the conquering armies. Blade breakers have no innate drive to conquer or destroy others. They are happy to subsist on a diet of dense stones, crystals, and the odd metallic item. However, the dramojh instilled within them a natural tendency to seek out powerful figures to serve and revere. In the absence of such inspiring leaders, they are quiet and docile. While
blade breakers rarely pose a threat on their own, many outlaws and warlike folk hunt them down, capture them, and force them to serve in their old roles. The pliable blade breakers easily fall back into the positions they were created to fill. However, forcing a blade breaker into service is a crime in most civilized areas, punishable by a 10,000 gp fine and up to five years of hard labor or imprisonment. Characters also suffer a –4 penalty to all Charisma-related checks while they have a blade breaker in tow, and most taverns, inns, and shops refuse them service. Blade breakers can understand Common, but they cannot speak it. They have difficulty grasping complex commands and concepts but can manage most simple orders and requests.
Combat In battle, blade breakers are passive and watchful. They remain near their designated leader or the person they are assigned to protect, looking out for potential threats and never straying far unless ordered to do so. Blade breakers can ignore most physical pain and discomfort, and in some ways they have no real appreciation of the concept of death and injury. In their minds, they are as eternal and invulnerable as the earth beneath their feat. For this reason, they readily sacrifice themselves to save their masters and never flee unless their charge turns tail and runs. Blade Catching (Ex): Blade breakers have an inherent talent for deflecting and catching blows with their hands. After readying an action to do so, a blade breaker can catch an armed melee attack made with a metal weapon. The attack may be made against the creature itself or against any creature within the area the blade breaker’s fist attacks threaten. The blade breaker does not have to designate a specific opponent to watch or a specific attack to catch. When a blade breaker uses this ability, it makes a normal attack roll immediately after an enemy has scored a hit on the blade breaker or a nearby creature. If its result (roll plus modifiers, including the +4 bonus from the Sunder feat) is greater than or equal to its target’s result, the blade breaker prevents the enemy’s attack from fully striking its intended target. Instead, the blade breaker or nearby creature takes half damage from the attack, and the blade breaker immediately makes a damage roll as if it were attempting to destroy the weapon (dealing double damage, as specified in the Sunder feat). Metal Affinity (Su): Owing to their supernatural heritage, blade breakers have a special talent for damaging and destroying items crafted from metal. They can sense the slightest cracks and imperfections that mar even the finest swords, shields, and armor, allowing them to strike at a critical weak point in a metal item’s structure. A blade breaker ignores the hardness of any metal items that it strikes.