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flying bloody katana

This adventure, Five Deadly Shadows, is from Dungeon #195.  A 4e adventure which I converted to 5e.  I used this to show the players two things – the larger spiritual battle happening between Amaterasu and Tsuki-Yomi vs the oni god Fumeiyoshi.  As well as the cultural difference between East and West in particular for a Japanese-analogue culture.

Apart from emphasising these powers through the adventure and making it explicit that the Five Deadly Shadows worshiped Fumeiyoshi I played the adventure as written.

Part of the Hiro Yun fight.

Flying Bloody Katana

Small construct (spirit), unaligned

Armor Class 17 (natural armor) 

Hit Points 96 (27d6)

Speed 0 ft., fly 50 ft. (hover)







12 (+1) 15 (+2) 11 (+0) 1 (-5) 5 (-3) 1 (-5)

Saving Throws DEX +6

Damage Resistance necrotic

Damage Immunities poison, psychic

Condition Immunities BlindedCharmedDeafenedFrightenedParalyzedPetrifiedPoisoned

Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 7

Languages — 

Challenge 9 (5,000 XP)

Antimagic Susceptibility. The sword is incapacitatedwhile 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.

Necromantic Flight. A flying bloody katana that takes radiant damage cannot fly until the end of its next turn; if in the air, it falls.

Necrotic Miasma. When the flying bloody katana drops to 0 hit points it releases a cloying black gas out to 10 feet. All living creatures in the area must make a DC 12 Constitution saving throw or take 5 (1d6 + 2) necrotic damage, and the target is weakened until the end of its next turn.


Lifedrinking Thrust. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit8 (2d6 + 1) necrotic damage, and the flying bloody katana recharges spray of blood.

Spray of Blood (1/Day). All hostile creatures in a 15 foot cone must make a DC 12 Dex saving throw or take 15 (2d6 +8) psychic and necrotic damage, and the target is blinded until the end of the katana’s next turn, or half as much damage and not be blinded on a success. Undead and constructs in the blast can move up to 10 feet as a free action.




Posted in 5e, Dungeons & Dragons, Five Deadly Shadows, Monstrous Compendium, Oriental Adventures

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