Kongemorder
Over in a 5E Facebook group, a fellow named Danny Krowman asked about what sort of item could be unknowingly handed to noble that would result in that noble’s death. My suggestion was an animated object. Here’s a fuller version of my suggestion.
Kongemorder
Tiny construct, unaligned
Armor Class 17 (natural armor)
Hit Points 21 (6d4+6)
Speed 0 ft., fly 60 ft. (hover)
Ability Scores STR 14 (+2), DEX 17 (+3), CON 13 (+1), INT 3 (-4), WIS 7 (-2), CHA 3 (-4)
Saving Throws Dex +5, Con +3
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 90 ft. (blind beyond this radius), passive Perception 8
Languages —
Challenge 2 (450 XP)
Antimagic Susceptibility. The kongemorder is incapacitated while 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 kongemorder remains motionless, it is indistinguishable from a normal sword.
Flyby. The kongemorder doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Magic Resistance. The kongemorder has advantage on saving throws against spells and other magical effects.
Sense Nobility. The kongemorder automatically detects all creatures of noble birth within 90 feet. This sense is blocked by 3 feet of wood, 1 foot of earth or stone, an inch of metal, or a thin sheet of lead.
Trap Nobility. Any creature of noble birth reduced to 0 hit points by the kongemorder does not die. Instead, the creature, along with anything it is wearing or carrying, becomes trapped in one of the kongemorder’s twelve extradimensional cells. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the kongemorder’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.
Actions
Multiattack. The kongemorder makes two attacks.
Dagger. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) psychic damage against a creature of noble birth.