Sabre
  1. Characters

Sabre

NPC, Construct

Sabre, a formidable Leviathan Class Warforged, embarked on a unique journey from the Vache Kingdom to the distant lands of the Khein Dynasty. Fate led his path to a group of adventurers who were tasked to locate his metallic form. Despite the absence of a voice module, Sabre became an integral part of their travels. The artificer among the adventurers, Varis Brightheart forged a deep connection with Sabre, transcending the boundaries of speech.

The main reason for them to bring Sabre along was the fact that Sabre bore a mysterious artifact concealed within his mechanical chest. This enigmatic item was the Catalyst of Oblivion. With the artifact carefully removed, Sabre's systems momentarily shut down, casting him into a state of suspended animation. After a long time apart, the artificer reunited with him and managed to reactivate Sabre's dormant form. With renewed purpose and determination, the artificer used their skills to reignite Sabre's life force, allowing him to rejoin their journey.

Construct Lore

The Leviathan Class Warforged stands as a giant among most constructs, a testament to the boundless ingenuity and craftsmanship of the artificers within the Vache Kingdom. This classification represents a pinnacle of engineering, designed to fulfill heavy-duty roles on the battlefield and beyond. They were invented during the war of independence. Forged from sturdy steel plates and imbued with raw power, these towering machines are a formidable force to be reckoned with.

At first glance, the Leviathan appears as an awe-inspiring iron giant, standing several meters tall. Its body is a symphony of interlocking metal plates, each segment meticulously crafted and intricately engraved with arcane symbols. Its angular frame is a testament to both strength and agility, as it moves with a grace that belies its massive size. Its arms can be fitted with various weapon systems, ranging from massive siege weaponry to swift, precision tools of destruction. Its engine burn with an inner fire, revealing the sentient consciousness that animates its form.

The heart of the Leviathan lies within its core, where an ancient and powerful soul resides. Infused with the essence of a fallen warrior or a fearsome creature of the wild, this soul grants sentience to the construct and imbues it with a measure of autonomy and independent thought. This infusion is a risky endeavor, often resulting in unpredictable outcomes. Some Leviathans bear the fierce, noble spirit of a warrior, while others possess the primal instincts of a predator. Their motivations and desires vary, shaped by the remnants of their past existence.

The creation of a Leviathan is an arduous and complex process, requiring the expertise of skilled artificers and master enchanters. The assembly involves intricate rituals and the channeling of potent magic, often leading to days of intense labor and collaboration. Due to the demand for these war machines in a world on the brink of conflict, the artificers capable of constructing Leviathans have become invaluable assets, commanding high prices for their skills.

Leviathan Class Warforged serve a multitude of roles within the Vache Kingdom and beyond. They are guardians of city walls, protectors of vital trade routes, and vanguards on the battlefield. Their size and power make them an imposing force, capable of turning the tide of battle with a single devastating blow. Despite their mechanical nature, they form deep connections with their allies and comrades, driven by the echoes of the soul that animates their metallic forms.

However, the creation of Leviathans also raises moral and ethical questions. The infusion of souls into constructs raises concerns about the nature of life, sentience, and consent. Some see it as an affront to the natural order, while others view it as a necessary sacrifice for the greater good. As the world stands at the brink of war, the Leviathan Class Warforged emerge as both symbols of technological advancement and agents of change, shaping the destiny of nations and individuals alike.

Stat Block

Armor Class

Hit PointsSpeed
SkillsSensesLanguages
20110 (10d10 + 50)30 ft.Perception +5Darkvision 120 ft., Passive Perception 10
Understands the languages of its creator but can't speak without a voice module.
Saving ThrowsDamage VulnerabilitiesDamage ResistancesDamage ImmunitiesCondition Immunities
Str +13Acid, LightningFireNecrotic, PoisonBlinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
STRDEXCONINTWISCHA
24 (+7)9 (-1)20 (+5)3 (-4)11 (+0)3 (-4)

Abilities:

  • Constructed Nature. Sabre is immune to any poison and disease. It does not have need to eat, drink, or breathe.

  • Immutable Form: Sabre is immune to any spell or effect that would alter its form.

  • Magic Resistance: Sabre has advantage on saving throws against spells and other magical effects.

  • Mobile Defender. With its large size Sabre grants half cover to those within 10ft behind of it. Those with half cover has a +2 bonus to AC and Dexterity saving throws.

  • Sentry Mode. When Sabre take a long rest, it must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, it appear inert, but it doesn’t render it unconscious, and it can see and hear as normal.

  • Siege Construct. Sabre deals double damage to objects and structures.

Actions:

  • Multiattack. Sabre makes two melee attacks.
  • Great Spear. Melee or Ranged Weapon Attack: +10 to hit, reach 15 ft., or range 50/100 ft., one target. Hit: 18 (3d6 + 9) piercing damage, or 22 (3d8 + 9) piercing damage if used with two hands to make a melee attack. If Sabre makes a ranged attack with this spear it is left unarmed until the spear is retrieved.
  • Iron Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 10) bludgeoning damage, the target must succeed a DC 14 Strength saving throw or be punched up to 20 feet away.
  • Stomp. The Sabre stomps one of its feet at a point on the ground within 10 feet of it. Any creature in a 10-foot-radius, 10-foot-high cylinder centered on this point must succeed on a DC 18 Dexterity saving throw or take 24 (3d10) bludgeoning damage and fall prone.

Bonus Actions:

  • Overcharge: Sabre can put his mechanical engine on overdrive which will cause him to suffer 4d8 fire damage, for the next 10 minutes his melee attacks deal an additional 1d8 force damage.

Reactions:

  • Defensive Parry: When a creature he can see hits Sabre with a melee attack, he can use his reaction to add +4 to his AC against that attack, potentially causing the attack to miss.

Additional Components:

Name
TypeCostEffect
Razor Claws
Embedded component: Hands
2.000gb
+8 slashing dmg on unarmed attacks.
Arm Blades
Attached Component: Hand
8.000gb
+2 Greatswords (4d6 slashing)
Armbows
Attached Component: Hand
10.000gb
+2 Heavy Crossbows (2d10 piercing) (Range 100/400)
Voice Module
Attached component: Head
5.000gb
Adds 2 spoken Language
Serrated Feet
Embedded Component: Feet
4.000gb
Unaffected by Difficult Terrain.
Light Feet
Embedded Component: Feet
4.000gb
+10 ft movement speed
Arcane Echo
Embedded component: Face
12.000gb
Detect traps and hidden doors within 50 ft,
Sentry Orb
Embedded component: Face
15.000gb
Adds +1 AC to friendlies within 15 ft,
Iron Drake Plates
Embedded component: Torso
20.000gb
+5 AC to one friendly target within 20 ft for 1 round.
Hell Engine
Embedded component: Torso
20.000gb
+20 ft movement speed
Tower Shield
Attached Component: Hand
9.000gb
+2 AC
Cannon Shield
Attached Component: Hand
8.000gb
+1 AC, +1 Cannon (5d8 bludgeoning) (Range 200/800) 

Type
NPC, Construct

Race
Warforged