5 minute read
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
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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 ofcaptive 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 offopponents 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 ofthem lived through the struggle,and most died attempting to shield their masters from harm.In the aftermath ofthe 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 ofdense 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 ofhard 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 ofthe concept ofdeath 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 itselfor 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.Ifits 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 halfdamage 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 ofany metal items that it strikes.
Blade Breaker Servants
Gaining the services ofa blade breaker is often a morally questionable act,since these creatures usually cannot help but fall into service when introduced to a charismatic or powerful figure.Walking into town with a blade breaker in tow is a good way to attract attention from the town guard,since anyone opportunistic enough to gain a blade breaker and aggressive enough to need one is likely to cause trouble.These creatures have lost their free will through no fault oftheir own,and many folk consider exploiting or using them a repugnant act at best.The blade breakers’ close association with the dramojh casts anyone who employs one in a sinister light.
Luring a blade breaker into service requires a successful Charisma check (DC 25),with a +2 competence bonus for each breaker a potential master slays in the presence ofits fellows.In bygone days,the dramojh killed a few of these poor creatures to motivate the others into submitting to servitude.Blade breakers’ imperfect understanding ofdeath causes them to see such actions as merely an attempt to establish dominance and respect rather than a foul deed. An NPC can have one blade breaker in his service for every five character levels.These creatures obey orders without question and gladly give their lives for their master’s benefit.Ifleft unattended, they do their best to protect their master but lack the initiative and intelligence to do anything that requires active planning or foresight.A blade breaker might stand over its unconscious master in a burning building,swatting away flaming timbers that fall toward him,but never thinking to pick him up and escape the inferno.
Blade Breaker Encounter (EL 8)
The characters come across four blade breakers that have been cornered by a group ofruffians.The bandits tried unsuccessfully to compel the creatures to serve and now plan to kill them out ofanger and frustration.Ifthe characters intervene,the creatures ally with them and try to protect them from harm.
The bandits work as scouts and hunters for a powerful criminal who,angered by the PCs’ interference with his plans,eventually dispatches war parties and assassins to deal with them.The characters encounter anger and resentment from people who see that they consort with blade breakers,perhaps prompting them to find a safe,secure place where the blade breakers can dwell in peace.All the while,the attacks against them continue until they finally deal with the villain.Perhaps after the PCs find a safe haven for the breakers,the crime lord kidnaps these creatures and forces them into his service for his final showdown with the characters.