Brave. The knight has advantage on saving throws against being frightened.
Reverse HP. Every 10 hit points below 0 makes the Knight stronger.
Multiattack. The knight makes three melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
For every 10 hit points below 0 The Knight gains +2 to primary ability scores.
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. For every 10 hit points below 0 The Knight gets +2 to the Parry.
Fright. (Recharge 5-6) The Knight can frighten anyone within 60' radius once 10 below 0 hit points.
Description
Reverse Knights are singular creatures that are in beaten armor. They look bloody & rusty to which leads PCs to believe that it is a dead Knight.
Survival. The only way to survive this encounter is by healing The Knight.
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