Teleport. The Knight magically teleports, along with any
equipment it is wearing or carrying, up to 120 feet to an
unoccupied space it can see.
Keen Sight and Smell. The Knight has advantage on Wisdom
(Perception) checks that rely on sight or smell.
Fear Aura. Any creature hostile to the Knight that starts its turn
within 500 feet of the Knight must make a DC 17 Wisdom
saving throw, unless the Knight is incapacitated. On a failed
save, the creature is frightened until the start of its next turn. If
a creature's saving throw is successful, the creature is immune
to the Knight's Fear Aura for the next 24 hours
Scimitar. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target. Hit: 29 (6d6 + 8) slashing damage, and 13 (2d7 + 5) acid
damage
Warhammer. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target. Hit: 44 (8d8 + 8) bludgeoning damage, or 52 (8d10 + 8)
bludgeoning damage if used with two hands. Also 15 (3d6+5)
radiant damage
Change Shape. The Knight magically polymorphs into a small
or medium humanoid, or back into its true form. Its statistics
are the same in each form. Any equipment the Knight is
wearing or carrying isn't transformed. If the Knight dies, it
reverts to its true form.
Split. When a Knight that is Medium or larger is subjected to
lightning or slashing damage, it splits into two new Knight if it
has at least 10 hit points. Each new Knight has hit points equal
to half the original Knight's, rounded down. New Knight are
one size smaller than the original Knight.
Parry. The Knight adds +5 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
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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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