Evergaol Presence. The Crucible Knight doesn't require sleep or sustenance.
Magic Resistance. The Crucible Knight has advantage on saving throws against spells and other magical effects.
Offensive Parry. The Crucible Knight adds +2 to its AC against one melee attack that would hit it. To do so, the Crucible Knight must see the attacker and be wielding a melee weapon. If the additional AC would cause the attacker's attack to miss, Crucible Knight may use the 'Goring Bash' action against the attacker.
Relentless Foe. The Crucible Knight begins defensive measuring their opponents prowess before becoming steadily more and more aggressive once they get the measure of their foe. To this end as a bonus action, the Crucible Knight may choose to give themselves advantage at the cost of granting attackers advantage against them until their next turn.
Radiant Rebuke. At bloodied (Half HP) the Crucible Knight gains several new abilities listed with the keyword 'Radiant' and a flight speed of 60 ft.
Multiattack. The crucible knight makes three Longsword attacks.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) slashing damage, or 11 (1D10+6) slashing damage if used with two hands.
Goring Bash. Melee Weapon Attack +9, reach 5ft., one target. Hit: 14 (2d10+4) bludgeoning damage plus 8 (1d8+4) piercing damage. The creature hit by this attack must make a DC 12 Strength saving throw on a failure they are knocked prone.
The Crucible Knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Crucible knight regains spent legendary actions at the start of its turn.
Radiant Skysweep (Recharge 5-6). The Crucible Knight flies with blade drawn in a 20 ft line that is 5ft wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 24 (4d8+8) piercing damage on a failed save, or half as much damage on a successful one.
Radiant Tail Attack (2 Charges). All creatures within 15ft must make a DC 14 Dexterity saving throw or take 11 (3d6+4) bludgeoning damage. If the Crucible Knight was hit by three or more attacks prior to this action, the tail attacks again within a range of 30ft at a DC 16 Dexterity saving throw for 19 (5d6+4) bludgeoning damage. On a success take no damage.
Twin Longsword Attack. The Crucible Knight makes a Longsword attack. If the first attack hits, they may make a second attack.
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