Medium Humanoid, Lawful Evil
Armor Class 18 (plate)
Hit Points 72 (8d10 + 32)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
12 (+1)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws STR +7, CON +6, CHA +6
Skills Athletics +8, Intimidation +8, Perception +5
Damage Resistances Lightning
Condition Immunities Charmed, Frightened
Senses Blindsight 10 ft., Passive Perception 13
Languages Common, Draconic
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Lighting Steps. The dragon knight can choose to let its armor be enveloped in draconic lightning. The knight's movement increases by 20 feet and doesn't provoke opportunity attacks. In addition, the knight's melee weapon attacks deal an additional 3d8 lightning damage. While in this state, the dragon knight has immunity to lightning damage.

 

Actions

Multiattack. The dragon knight makes two attacks with its halberd and uses harsh winds.

Halberd. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 12 (3d8) lightning damage

Harsh Winds (while lightning steps is active). The dragon knight can manipulate the wind around him to accomplish one of the following effects per turn:

  1. Repulsion. The knight creates a wind tunnel extending outwards from itself that is 40 feet long and 10 feet wide. Each creature within the line must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the knight and knocked prone. Any creature that tries to move against the current of the wind tunnel does so as if moving through difficult terrain until the beginning of the knight's next turn.
  2. Implosion. The knight chooses a point it can see within 30 feet. Each creature within 15 feet of that point must succeed on a DC 13 Strength saving throw or be pulled to the nearest unoccupied space to that point. If a creature is standing within 5 feet of the point chosen, it instead makes a DC 15 Constitution saving throw, taking 10 (2d10) thunder damage and becoming deafened for one minute on a failed save, and taking half damage and no additional effects on a success. A creature deafened by this effect can reroll its saving throw at the end of each of its turns to end the effect.
  3. Expulsion. The dragon knight creates an explosion of thunderous force, as if casting the thunderwave spell at 4th level, centered on itself. The save DC for the spell is 15.
  4. Turbulence. The dragon knight chooses a flying creature it can see within 30 feet. If the creature is large or smaller, it must succeed on a DC 16 Strength saving throw or fall prone.

Breath of the Dragon Gods (recharge 6). The dragon knight points his halberd and unleashes a bolt of lightning from its point in a 60 foot line that is 5 feet wide. Each creature in the line must succeed on a DC 16 Dexterity saving throw, taking 44 (8d10) damage on a failed save, or half as much on a success.

Reactions

Polearm Master. Creatures provoke opportunity attacks when they enter the dragon knight's reach.

Habitat: Urban

tajashaver

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