Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The knight is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The knight has the following paladin spells prepared:
Cantrips (at will): light, resistance, thaumaturgy, toll the dead
1st level (5 slots): arms of hadar, command, earth tremor, hex, inflict wounds, protection from evil and good, wrathful smite
Unholy Smite. When the knight hits a creature with a melee weapon attack, it can expend one 1st-level spell slot to deal an extra (3d8) necrotic damage to the target.
Multiattack. The knight makes two melee attacks.
Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Soul of Dread (1/day). All creatures within 30 ft. of the knight must make a DC 12 Wisdom saving throw. On a failed save, a creature takes (3d6) psychic damage is frightened of the knight for 1 minute. A frightened creature has disadvantage on saving throws against the knight's spells. The frightened creature can repeat this saving throw at the end of its turns, ending the effect on a success. On a successful save, a creature takes half as much damage, and suffers no other effects.
Rally Evil (Recharges after a short or long rest). The knight chooses up to three evil creatures within 30 ft. of itself. If those creatures can see and hear it, they each gain 7 (1d10 + 2) temporary hit points and have advantage on saving throws until the start of the knight's next turn.
Parry. The knight adds 1d6 to its AC against a melee attack that would it. To do so, the knight must be able to see the attacker wielding a melee weapon.
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