Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 16 Half-Plate
Hit Points 61 (11d8 + 11)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws CHA +4
Skills Deception +4, Persuasion +4, Religion +2
Senses Passive Perception 11
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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.  

 

 

Actions

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.  

 

Bonus Actions

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.  

Reactions

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.  

Monster Tags: NPC

Habitat: Urban

VultureSniper

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