Undead Fortitude: If Cathedral Knight drops to 0 hit points, it must make a Constitution saving throw with a DC of 5 + half the damage taken, unless it was radiant damage or a critical hit. On a success, it drops to 1 hit point instead.
Rejuvenation: If it dies, Cathedral Knight returns to life with full hit points 1d4 days later upon the consecrated ground it was created.
Multi-Attack: Cathedral Knight makes two Melee Weapon Attacks.
Perseverance: As an action, Cathedral Knight boosts it's damage threshold, gaining piercing, slashing, and bludgeoning damage resistance for 3 rounds.
Greatmace: Melee Weapon Attack: +9 to hit, reach 5ft, single target. Hit: 15 (2d8 + 5) [Bludgeoning] damage.
Blessed Mine: As a Bonus Action, when Cathedral Knight makes a melee weapon attack(hit or miss) it places a flashing orb of holy energy on the target creature's space. On Cathedral Knight's next turn the orb explodes in a 5ft cube dealing 10 (2d8) [radiant] damage.
Parry(3/Day): As a Reaction, Cathedral Knight can parry a melee attack reducing its damage to 0.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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