Chosen of the Rot. The Cleanrot Knight has advantage against disease and poisons. However they suffer disadvantage on wisdom saving throws if hurt by fire until the end of their next turn.
Giant Killer. If the Cleanrot Knight charges more than half their speed to make a Cleanrot Spear attack against a creature and hits. It is considered a Giant Killer attack. The target creature must make a DC 15 Dexterity Saving throw or take an additional 21 (6d6+3) radiant damage and be stunned. On a success take half damage.
At the end of that creatures turn they can make a DC 14 Constitution Saving throw. On a success they are no longer stunned.
Reactive. The Cleanrot Knight can take one reaction on every turn in combat.
Multiattack. The Cleanrot Knight makes three attacks with their sword or alternatively two with their spear and one with their sword.
Cleanrot Knight's Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8+4) slashing damage
Cleanrot Spear. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d6+4) piercing damage
Radiant Spear Wall (2 Charges). The Cleanrot Knight creates a vertical wall of golden spears. The wall appears within range and lasts for the duration. Cleanrot Knight creates a straight wall up to 30 ft long, 10 ft high, and 10 feet thick. Its space is difficult terrain. The wall dissipates after 1 minute or if dispelled.
Whenever a creature enters the wall's area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, the creature takes 26 (6d8+2) radiant damage. On a successful save, the creature takes half as much damage.
Guard Break. After an attack misses the Cleanrot Knight, they may attack the creature that failed to hit them as a reaction. If this attack hits the target has -2 to their AC until the end of their next turn.
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