Armor Class 17 Plate Armor, Shield
Hit Points 80 (19d8 + 95)
Speed 60 ft.
STR
20 (+5)
DEX
16 (+3)
CON
17 (+3)
INT
16 (+3)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +11, DEX +9, WIS +9, CHA +10
Damage Resistances Necrotic, Bludgeoning from non magical attacks
Condition Immunities Charmed, Restrained
Senses Darkvision 60, Passive Perception 13
Languages Death Chatter, Common, Elvish
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Blessing of the Timeless. Whenever you or a friendly creature within 30 feet of you must make a saving throw, the creature gains a +3 bonus to the saving throw. Additionally, they gain a gain a bonus of +3 to melee weapon damage rolls.

The Forgotten Island. If this creature drop to 0 hit points, they can vanish into a demiplane long since lost to the sands of time...

 

Actions

Multiattack. The knight makes two attacks with their longsword, Excalibur.

Excalibur, Ideals Made Manifest. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (3d10 + 5) slashing damage, plus (8d8) necrotic damage. On a hit, the creature must make a Wisdom saving throw DC 17. On a failure, the creature is Frightened until the end of their next turn.

Lord of Dread. As an action, the knight surrounds themself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

Bonus Actions

The Unwanted Mantle. You can willingly inflict 4d10 Necrotic damage on you when you make an attack, dealing double the rolled result as bonus Psychic damage on your attack.

Will of The King. As a bonus action, the knight can blind themselves until the end of their next turn. When they do so, attack rolls are made at advantage. Roll a d12, and add the result to your to hit when you make an attack. If the creature is of an Evil alignment, they take extra 2d6 Force Damage as part of the attack.

Reactions

Denial by Law. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to take 10 Psychic damage and be pushed 10 feet from you.

Description

Humanity was on its last legs, withering, rotting each night. I was not going to let Man's final hours be spent cowering in fear behind crumbling, makeshift walls! I did not wish to bear this responsibility, the Fate of Man is a burden no one can hold!

Judge me, then, brother! Let your rage and retribution be your sword, as my ideals were so long ago. Prove to me in war the sins I know I have all too well. That I sold my soul to the devil, that I turned the last of mortalkind into monsters. That I killed us all, that my hubris led to the very thing I dreaded most.

The Pact showed me my folly, but my ideals stand true. I am the Necropolitan's Spartan. They are my people! I will not run and leave them to die, not again!

Previous Versions

_Dekken_

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