Large Humanoid (Any Race), Unaligned
Armor Class 18 (plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
17 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
11 (+0)
CHA
13 (+1)
Saving Throws CON +5, WIS +2
Senses Darkvision darkness has become easer for them to see in do to the abyss corruption, Passive Perception 10
Languages Abyssal from being near the abyss for long enough you learn its dark secrets. , Common knows it but limited do to forgetting it over time Any one language (usually Common) (abyssal)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Brave. The knight has advantage on saving throws against being frightened.

Actions

Multiattack. The knight makes two 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

Abyss Weil                                                                                                                              raises undead and party must roll a 15  or higher or be frightened for a round.

Bonus Actions

Abyss surge as a bonus action he can let out a war cry that sends out a necrotic wave that is a con save of 15 or they take 2d6 necrotic damage form the abyss.  

Reactions

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.

Description

Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. This one has become corrupted and now wonders alone attacking anything that gets to close to it but if it can be cleansed it can be a great teammate.

Monster Tags: NPChumanoid

Habitat: ForestGrasslandMountainSwampUnderdark

JelloJaune

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