Large Undead, Lawful Evil
Armor Class 17 (Worn Plate)
Hit Points 126 (10d12 + 50)
Speed 60 ft.
STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +6, CON +5
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages -- Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Bonded to The End When the Undead Knight is brought to 0 hit points by anything other than radiant damage or a form of magic that utterly destroys it, instead of dying it will become incapacitated and dragged away by its mount. The mount has an AC of 15 and 36 Hit points. If the mount is killed in this state, the undead knight is destroyed permanently.

Legendary Resistance (2/Day). If the Knight fails a saving throw, it can choose to succeed instead.

Ring of Regeneration. regains 2d6 hit points at the start of each turn if it has at least 1 hit point and has not taken radiant damage since its last turn.

Actions

Charge! Melee Weapon Attack: +7 to hit, reach 10 ft., Multiple targets. Hit: 14 (1d12 + 8) Piercing damage.

After moving ten feet in a straight line, lowers its lance for a devastating precision strike against all targets in a 30 foot line.

Multiattack Creature makes two strikes with its long sword or one strike with its longsword and one strike with its hooves afterwards.

Longsword Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) Slashing. Damage dealt with this weapon is considered magical.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Bonus Actions

Grave Strike Enhances the next melee attack with 3d8 necrotic damage. 2/day.

Legendary Actions

The Knight can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.

Terrible Presence. All creatures within a 20 foot radius that are within sight of the Knight must make a wisdom saving throw (DC 15) or be Frightened for 1 minute. May reroll saving throws at the end of their turns. Once a creature succeeds a saving throw, they are immune to this effect for 24 hours. 

Hooves. The Knight makes an attack with its hooves.

Habitat: ForestGrassland

Spledgyquelfmunt

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