Medium Fey, Lawful Neutral
Armor Class 18 (Natural Armour)
Hit Points 180 (19d8 + 95)
Speed 30 ft., fly 60 ft.
STR
20 (+5)
DEX
11 (+0)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +5, WIS +8, CHA +9
Damage Vulnerabilities Fire
Damage Resistances Cold
Senses Darkvision 120 feet, Tremorsense 60 feet, Passive Perception 16
Languages Elvish, Sylvan
Challenge 16 (15,000 XP)
Proficiency Bonus +5

Entrancing Lights. Moon garden knights are obsessed with bright lights, intrinsically being drawn to them. If a creature casts a bright light from a torch or from a spell, like dancing lights, the knight must make every attempt to move toward the origin of this light with its movement action. If the moon garden knight is already in combat when this light presents itself, it does not have to disengage from combat but will be so distracted that attacks made against it have advantage until the start of its next turn, during this time, the knight has advantage on attacks against the source of this light as its attention is fixated on the creature who caused it.

Fey Ancestry: The moon garden knight has advantage on Saving Throws against being Charmed or frightened and magic can’t put it to sleep.

Magic Weapons. The knight's weapon attacks are magical. 

Spell-Blade. If the knight casts a spell, it can make a Rainbow Blade attack as a bonus action.

Spellcasting. The knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following spells prepared:
• Cantrips (at will): Druidcraft, Guidance, Gust, Infestation, Mending, Shillelagh
• 1st level (4 slots): Command, Compelled Duel, Entangle, Faerie Fire
• 2nd Level (3 slots): Flame Blade, Misty Step, Moonbeam, Magic Weapon, Gust of Wind, Spike Growth, Warding Wind
• 3rd Level (3 slots): Call Lightning, Dispel magic, Elemental Weapon, Wind Wall
• 4th Level (3 slots): Blight, Confusion, Freedom of Movement, Giant Insect, Grasping Vine, Hallucinatory Terrain, Ice Storm, Staggering Smite
• 5th Level (2 slots): Cone of Cold, Contagion, Destructive Wave (Radiant), Geas, Wrath of Nature

Stardust. The knight of the moon garden constantly sheds magical scales from its wings which make creatures who breathe them in, drowsy, lowing their guard. A creature who starts its turn within 5 feet of the knight must make a DC 15 CON saving throw. Creatures who fail their CON save have disadvantage to attacks they make and disadvantage on DEX saving throws until the start of their next turn. This ability has no effect on creatures who pass their save, or who are immune to being poisoned. 
When the Knight takes flight, its wings spread, increasing the area within which creatures can be affected. If the Knight is airborne at the end of its turn, all creatures in a pillar with a 30-foot diameter originating directly below the knight must make the CON saving throw to avoid being affected by Stardust.

Actions

Multiattack. The knight makes three melee attacks; one with its Rainbow Blade and two with its Mantis Slashes.

Rainbow Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1D10+ 5) slashing damage, plus 18 (4D8) radiant damage.

Mantis Slash. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:  5 (1D6+5) slashing damage.

Reactions

Parry. The knight adds 6 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.

Legendary Actions

The Caraluna can take 3 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 Caraluna regains spent legendary actions at the start of its turn.

Temporal Adjustment. The flow of time is altered such that every creature in the encounter with the knight must reroll initiative. The knight can choose not to reroll.

Age and Decay (2 actions). The knight targets one creature within 5 feet and shows it the countless possibilities of lives that it could have lived up until this moment, and resets it's life to a different timeline. The effects of time are altered such that the target creature must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the knight's choice), but never any younger than 1 year old. A greater restoration spell can restore a creature’s age to normal.

Cast a Spell (Costs 3 Actions). The knight casts a spell from its list of prepared spells, using a spell slot as normal.

Description

Caraluna. The knights of the moon garden, often known as the Caraluna, are moth-like humanoids, clad in elaborate, organic armour which grows from their soft human-like skin. These daunting warriors, who often stand at 7 or more feet tall are armed to the teeth with beautiful weapons which resemble insect wings, mantis talons and are known to be potent spellcasters, all of which can make them your greatest ally or deadliest foe when traversing the untamable lands of the Feywild. While the Caraluna have no particular allegiance to any courts or masters outside of their own kind; they serve their chief, queen or elder, known as "The Lady of the Lunarwell", who watches over many hundreds of hatchlings from her ornate throne at the centre of the moon garden.

Courtless Ronin. The knights of the moon garden are mercenaries and sell-swords who make their homes in the dangerous and unclaimed regions of the Feywilds. They serve both Seelie and Unseelie courts of the Fey as monster hunters, guides and soldiers for hire for the right price, while never selling their allegiance to either. While this would traditionally invoke the ire of the Fey Courts, the knights of the moon garden are too honourable to trade the secrets of their patrons, too few in number to wage a war against and too skilled in combat to waste threatening; so they are permitted to survive in their neutrality.

Fragrant Fighters. Moon garden knights exude a sweet, delicate and floral scent that often announces their presence long before they even arrive on the battlefield. While this does make their attempts at stealth negligible, the fragrance is really a cunning battle strategy. Those who comment on a knight's scent have unwittingly outed themselves as creatures who are breathing unfiltered, unprotected in the knight's domain, and these same creatures will be prime targets for the sleep-inducing dust that knights constantly emit in combat.

Moon Garden. The moon garden is a heavily protected monastery-like glen dedicated to the balance of nature within the Feywilds. Here, great structures spun from organic silks and matted dust, form elaborate cathedral-nests where the knights of the moon garden make their homes, train their squires in the ways of honour, nobility and sacrifice in the name of maintaining a (relatively) peaceful harmony within the Feywild.

Rainbow Blades. A moon garden knight's blade is an extension of their body and it is considered heresy to use another knight's blade. When a knight dies, their squire is tasked with retrieving their master's sword, and returning it to the moon garden, when it will be embedded in the ground, or hung from the walls of the egg chamber of the knights' home. Moon garden knights hope that this practice might provide protection for the next batch of hatchlings as moonlight shines through the sword like a beautiful stained glass window.
Rainbow blades can be retrieved from the corpses of fallen knights and they are highly prised for their immense power, but few insults are more heinous to these Fey creatures, and any knight or squire who sees an outsider wielding one of their rainbow blades will be cut down with furious passion.
When a fallen knight's blade is returned to the moon garden, their bodies, no matter how far they are from their sword, burst into hundreds of moths of various kinds and return to the wild, their service to nature complete.

Silken Squires. Knights of the moon garden begin life as caterpillar-like squires with humanoid faces, who use their mantis-like talons who study under a fully grown adult knight. It is only when their teacher dies that a squire rises up to its full potential as a knight. They embark on a quest to retrieve a wing from their fallen master and sew themselves an ornate cocoon from their own organic silk, which they will gestate inside for a whole season. When they emerge, the wing they retrieved is hardened into a mighty Rainbow Blade and their skin is covered in thick, chitinous plates of armour, as tough as steel, but lighter than bark. 

Temporal Lepidoptera. The knights of the moon garden are more in tune with the whims and changes of fate and time than most. A casual observer of may gaze upon the majestic splendour of these insectoid knights and see nothing more than a variety of creatures clad in armour embodying a different colour of the rainbow, but staring too closely reveals a painful truth. The wings of the Caraluna are a gateway to fractured dimensions of time and space. They reflect the many possibilities of reality that an observer may have taken leading up to this moment. People can become lost forever, drifting into eternal "what if?" scenarios, as they stare ever closer into the myriad, missed opportunities or harrowing near-misses that are revealed if you spend too long in the company of one of these Fey.

Arcane Forge. This creature was created during an art-stream for the Arcane Forge youtube channel. Make sure to check out our page to take part in our next monster creation!

Monster Tags: NPChumanoidfey

Environment: Forest

TheArcaneForge

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