Medium Humanoid (Any Race), Any Lawful Alignment
Armor Class 18 Plate
Hit Points 135 (30d8 + 26)
Speed 30 ft.
STR
20 (+5)
DEX
16 (+3)
CON
19 (+4)
INT
18 (+4)
WIS
16 (+3)
CHA
13 (+1)
Saving Throws STR +11, DEX +9, CON +10
Skills Intimidation +7, Perception +9, Persuasion +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Incapacitated, Restrained
Senses Passive Perception 19
Languages Common
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Magical Arsenal. The bladehelm elite's weapon ignores resistance to slashing damage, and it adds it's Intelligence modifier to it's damage rolls.

 

Actions

Multiattack. The bladehelm elite makes three attacks with it's uhlan.

Uhlan. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. 

Weaken Command (Recharge 5-6). The bladehelm elite selects a target within 60 ft. of it's choice. That target must make a DC 17 Wisdom saving throw or their total damage will be halved. This effect works regardless if the weapon is magical or not, and lasts for 2 rounds.

Reactions

Down, but not Out. The first time reduced to 0 Hit Points, the bladehelm elite may use it's reaction to roll half of it's hit die, restoring Hit Points equal to the amount rolled. It can only use this feature once, and it must finish a long rest to use it again.

Description

Regular knights from the Bladehelm Knightclub. This order of competition knights chose the name of the ancient heroes of their Kingdom, though they exhibit only arrogance and complacency from that extinct lineage. However, they are good at picking fights and don't go down easily.

Monster Tags: humanoid

Habitat: Urban

CulturedMilk

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