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