The knight is the chessman army's specialist shock troops. Thus the knight can easily manauver around targets granting them disadvantage on attacks of opportunity against the knight.
Action Melee Attack: Longsword: +2 to hit, reach 1 ft., 1 target. Hit: 4 (1d8) slashing damage.
Description
The knight serves as the special shock troops of the chessmen. They fairly low ranking yet highly effective at their job. The knight is the least likely to be found on the board itself. They also serve as the closest thing to scouts the chessman army has. The knight consists of the top half of a horse with a knightly figure riding it.
Lair and Lair Actions
Each chessmen army has a huge playing board from which it operates. (Usually next to the wizard's living quarters that it is supposed to be defending). The King is nearly always on the board as well as 1 or 2 rooks that guard him. The chessmen are very familiar with the board granting them complete dark vision and a few special moves when they are on the board.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Any white chessman in the lair gets +3 initiative.
- Any Chess Pon promoted in the lair is promoted to a chessman that is the choice of the King.
- Any Animated chessmen on the board get complete dark vision.
If the King dies, these effects fade over the course of 2d6 days.
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