The General Working Draft
Seven Swords, The General
Medium Undead (Spirit)
Hit Dice: 13d12+52 (136 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 22 (+3 Dex, +1 insight, +6 +1 mithral breastplate, +2 natural), touch 14, flat-footed 19
Base Attack/Grapple: +13/+19
Attack: Crimson katana +22 melee (1d10+14 plus 1d6 fire/17-20); or masterwork shortsword +20 melee (1d6+10/19-20); or unarmed strike +19 melee (1d3+6)
Full Attack: Crimson katana +22/+17/+12 melee (1d10+14 plus 1d6 fire/17-20); or masterwork shortsword +20/+15/+10 melee (1d6+10/19-20); or unarmed strike +19 melee (1d3+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Crimson katana, demoralizing presence, kiai, martial specialization, martial training
Special Qualities: Darkvision 60 ft., ghostform, immune to turning, mirror phantoms, rejuvenation, special weakness - sword rest, unholy toughness
Saves: Fort +4, Ref +7, Will +9
Abilities: Str 23, Dex 16, Con —, Int 14, Wis 13, Cha 19
Skills: Balance +4*, Diplomacy +6, Intimidate +20, Jump +23*, Knowledge (architecture and engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Listen +17, Ride +11, Search +8 (+10 finding secret doors), Sense Motive +11, Spot +17, Survival +1 (+3 following tracks, finding paths and avoiding natural hazards), Tumble +20*
*includes -1 armour check penalty.
Feats: Combat Expertise, Combat Reflexes, Deflect Arrows, Exotic Weapon Proficiency (bastard sword), Greater Weapon Focus (bastard sword), Greater Weapon Specialization (bastard sword plus all simple & martial weapons)ᴮ, Improved Critical (bastard sword), Improved Disarm, Improved Initiative, Improved Unarmed Strike, Power Attack, Quick Draw, Weapon Focus (bastard sword), Weapon Specialization (bastard sword plus all simple & martial weapons)ᴮ
Environment: Ruins
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: —
A formidable looking warrior wearing elaborate armor and sumptuous robes, both faded and worn by age.
The General is one of the Seven Swords, a group of seven weapon masters who were transformed into unique undead by an ancient curse that binds them to a castle they once guarded in life. If one of the Seven Swords is destroyed, the curse causes them to reform the following night and continue to haunt the castle.
In life, the General was a proud and vicious man famous for bearing the crimson katana, a magical sword as bloodthirsty as he was. In death it remains unrepentant of its atrocious deeds and intends to add to them by slaying all intruders to the castle. The General spends its time meditating and brooding over lost battles when waiting for living victims to kill.
The General stands 6 feet tall and weighs 195 pounds. It can speak Common, Draconic, Infernal and Undercommon.
Combat
The General seeks to kill anyone who disturbs it. Weak opponents are hounded and tormented for sport. The General fights until it is destroyed or the intruders have all escaped its chambers or died.
The General normally opens combat by using Quick Draw to draw a blade and make a standard attack while activating its demoralizing presence and mirror phantoms powers. If the crimson katana isn't already in its hand, it teleports to the General in the first round of combat.
On subsequent rounds the General attacks with a fury of full attacks augmented with its kiai ability, or a great kiai if it seems opportune. It mainly uses the blink power of the crimson katana to escape from being pinned or restrained by opponents, or to outflank them by blinking through a wall. It often restrains from using a round of blink to avoid the risk of the power's miss chance affecting the General's own attacks.
Crimson Katana: This +1 flaming bastard sword is an intelligent magic item with the special purpose of shedding the blood of the living. It has the following statistics:
Strong conjuration; CL: 13th; Alignment: Neutral evil; Saves: Fort +8, Ref +8, Will +12; Abilities: Int 10, Wis 18, Cha 18 Ego 20; Senses: 120 ft. darkvision, blindsense and hearing, telepathy (with owner only), plus continual deathwatch and read magic; Skills: Listen +14, Spot +14; Saves: Fort +8, Ref +8, Will +12.
The crimson katana is capable of speech (in Common) and can communicate telepathically with its wielder, but refuses to communicate with any living creature. It can read all languages as well as use read magic. The sword has three lesser powers, one greater power and one dedicated power. Its lesser powers are the skills Listen and Spot (10 ranks each) and continually active deathwatch (as the spell).
The sword will only allow a wielder it accepts as its "master" to use its powers. Mastering the crimson katana requires the wielder to meditate in front of the sword for at least an hour and then succeed at a DC 20 Will saving throw to dominate the weapon's Ego.
The crimson katana's greater power is to enable its master to act as though affected by a blink spell for up to 10 rounds each day. The duration of the blink effect need not be consecutive rounds.
The katana's dedicated power is to teleport into its master's hand as per the teleport object spell. The sword will teleport to its master whenever a being who is not its master disturbs it. The sword will also teleport to its master if it telepathically senses that its master desires to harm a living creature, or if it notices (using its 120 ft. range senses) living enemies threatening its master. The crimson katana is drawn by the opportunity to draw blood, not any sympathy for its owner.
Demoralizing Presence (Ex): The General can unsettle foes through its sheer presence. This is a free action that does not require the General to move. It can demoralize opponents by its mere appearance or posture as easily as it can with a threatening sound and/or gesture.
Each creature to be demoralized must be within 90 feet, able to see or hear the General's threat, and able to pay attention to him. The General must also be able to see the creature.
To use the ability, the General makes an Intimidation check. Its check result is the DC for each affected creature’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). If the Intimidation DC beats a target's check result, the target is panicked if it has 1 Hit Dice, frightened if it has up to 4 Hit Dice, and shaken if it has 5 or more Hit Dice. These effects lasts 2d4 rounds. If the target's modified level check exceeds the DC, that target cannot be affected by the General's demoralizing presence for 24 hours.
Demoralizing presence is a mind-affecting [fear] ability.
Ghostform (Su): A Seven Swords undead is normally invisible and intangible but senses its surroundings normally. Should the site it is haunting be disturbed, the spirit assumes a corporeal form as a swift action. The Reaper materializes by erupting from the ground. The General materializes sitting behind a screen. Once materialized, the undead spirit can remain in solid form until the sun rises. It can resume ghostform as a full-round action.
Kiai (Su): 13 times/day, the General can make a loud shout, which releases its ki and grants him a +4 morale bonus to Str for one round. Once per day, the kiai can be a great shout, which grants a +6 morale bonus to Str for 2 rounds and also stuns for one round all creatures within 10 ft who fail a DC 20 Fort save. This uses up 6 of the remaining uses of the General's kiai ability for the day. The save DC is Charisma-based.
Martial Specialization: The General has bonus feats of Weapon Specialization and Greater Weapon Specialization in every weapon it is proficient in (bastard sword, unarmed strike, and all simple and martial weapons).
Martial Training (Ex): The General was a masterful fighter in life, and retains the martial skills it once possessed. The General possesses the base attack bonus and bonus feats of a 13th level fighter. It is proficient with all simple and martial weapons and gains an insight bonus to AC equal to its Wisdom bonus. It adds its inherent fighter abilities to any fighter levels it might acquire. Thus, a General 2nd-level fighter possesses the bonus feats of a 15th-level fighter.
Mirror Phantoms (Su): Once a day, as a move action, the General can use a dimension door effect to step out of a mirror within 60 feet. At the same time, nineteen illusory duplicates of the General step out of mirrors in the same area. These duplicates are illusory figments similar to the images created by a mirror image spell. The phantoms last up to 13 minutes or until they are destroyed.
A mirror must be large enough for the General to fit through its frame for the General or a phantom to step out of it. Multiple figments can step out of the same mirror if the General creates more figments than the number of suitable mirrors. Every mirror phantom must remain within 30 feet of all the other phantoms and the General. The General can move into and through the figments and the figments may also move through each other. When a mirror phantom separates from the General, observers can’t use vision or hearing to tell which is real and which the phantom. The figments mimic the General's actions, pretending to strike with a sword when it strikes with a sword, charge when it charges, and so on.
The mirror phantoms are AC 14. Enemies attempting to attack or cast spells at the General must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a phantom. Any successful attack against a figment destroys it. The figments seem to react normally to area spells (such as looking burned or dead after being hit by a fireball).
When the General moves, it can merge with and split off from figments so that enemies who have learned which of them is real are again confounded.
An attacker must be able to see the phantoms to be fooled. They are not affected if the General is invisible or the attacker shuts their eyes.
The General's opponents can also attack the mirrors the phantoms stepped out of. If a mirror is broken (a typical full-length mirror is AC 3, hp 1), any phantoms that stepped out of that mirror shatter into nothingness.
Rejuvenation (Ex): The General cannot be destroyed through simple combat. If "destroyed" its body and equipment evaporates into red smoke and is surrounded by a strange darkness for a round. This darkness is a 60-foot radius spread of shadowy illumination that produces concealment (20% miss chance). When the darkness fades a small charm shaped like a sword appears hanging from the sword rest that is the General's special weakness.
The following night, the General reappears at full strength at whatever place it haunted and the sword charm vanishes. The General can only be destroyed permanently if its sword charm is destroyed before the General rejuvenates. A typical sword charm is a Fine sized object with 20 hp, hardness 12, and break DC 24.
Special Weakness - Sword Rest (Ex): Each of the seven swords have a different special weakness. The General's is that its existence is tied to a sword rest that's used to store the crimson katana when the General is not carrying it. This sword rest is made of red-lacquered wood and has AC 4, hardness 6, break DC 30, and weighs 5 lbs. Any damage done to the sword rest is also inflicted upon the General. In addition, whenever a Seven Swords is damaged through its special weakness it must succeed on a Fortitude save (DC 10 plus damage inflicted) or be shaken for 1 round. Should the General be destroyed, the sword rest is also destroyed.
Unholy Toughness (Ex): The General gain a bonus to its hit points equal to its Charisma modifier x its Hit Dice.
In Kara-Tur
The Seven Swords were the leading members of the Ito clan and lived in Ito-Jo castle. The malign influence of a krakentoa led to their rule becoming tyrannical and eventually brought down a dreadful curse upon the Swords and the entire castle, turning it into a haunted place of the damned. The Seven Swords of Ito-Jo cannot be destroyed simply by destroying their sword charms. The only way to permanently lay them to rest is to slay the krakentoa responsible for the curse.
The General was once Ito Tadahiro, the widowed father of Ito Kiku (the young woman who became the Veiled Maidens). While amazing with a sword, his arrogance and lack of tactical acumen made him a poor war leader. General Ito suffered such catastrophic defeats he lost all rank and position, forcing him into the disgraceful life of a wandering sell-sword. Eventually fate – or the krakentoa's curse – drew him back home, where he became one of the undead that haunts Ito-Jo castle to this day.
Originally appeared in OA2 - Night of the Seven Swords (1986).