Medium Humanoid, Any Lawful Alignment
Armor Class 20 Plate
Hit Points 210 (12d20 + 78)
Speed 35 ft.
STR
23 (+6)
DEX
17 (+3)
CON
22 (+6)
INT
14 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +11, CON +11, WIS +8
Skills Acrobatics +9, Athletics +12, Intimidation +8, Perception +9, Survival +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Frightened
Senses Passive Perception 19
Languages Common Any language that the DM decides. Only Languages it knows
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Sturdy. The Axe Crucible Knight has advantage against  being grappled, straighed, pushed, and being knocked prone.

Proficencies. +12 Athletics, +9 Perception, + 8 intimidation, +9 Survival, +9 Acrobatics

Save DC. Anytime a creature need to make a save against an effect from the Axe Crucible Knight, they must succeed a DC of 8 + Proficienty bonus + Strength modifier (DC 20)

Siege Creature. The Crucible Knight deals double damage against objects and structures

Vulnerabilies: The Crucible Knight takes full damage from both fire and lightning damage.

Aspect of the Crucible Incantations. The Axe Crucible Knight can use a set of incantations which draw their power from the mysterious Crucible of which they are named after.

Aspect of the Crucible, Tail Spin. The Axe Crucible Knight channels the power of the Crucible to temporarly create an etherial tail that sprouts from their back. Any creature that is in a 10ft. long and 25ft. square infront of the Axe Crucible Knight must make a dexterity saving throw. on a fail, the creature takes 20 (4d8) force damage, and they must make a strength saving throw. on a fail the creature is pushed back 15ft. and is knocked prone. If the creature succeeds the dexterity save they dont have to make the strenght. If they succeed the strength save, they are not pushed back and knocked prone.

Aspect of the Crucible, Horns Ram. The Axe Crucible Knight channels the power of the Crucible to temporarly create an etherial horn on its shoulder. Any creature in 20ft. line infront of the Axe Crucible Knight, must make a dexterity saving throw. On a fail, the creature takes 22 (4d6+6) damage and are knocked prone.

Aspect of the Crucible, Breath. The Axe Cruible Knight channels the power of the Crucible an etherial sac under its throat. any creature in a 20 ft. cone infront of the Axe Crucible Knight must make a dexterity saving. On a fail, they 30 (6d8) fire damage. On a success they take half damage.  

 

 

Actions

Multi attack. The Axe Crucible knight can make 3 attacks. One Seismic Wave, and two Greatsword attacks

Greatsword Attack. Melee Weapon Attack: +12 to hit, reach 10ft., 1 target. Hit: 14 (2d6 + 6) slashing damage. 

Seismic Wave. The Axe Crucible Knight stomps on the ground with enough force to create a shockwave that moves across the ground. every creature within a 15ft cone of the must make a dexterity saving throw. on a fail, they take 10 (2d8) bludgeoning damage and must succeed a strength saving throw for fall prone. if they succeed the dexterity saving throw, they do not take any damage and they do not need to make the strength save.

Shield Bash. Melee Weapon Attack: +12 to hit, reach 5ft. (charges foward 10 ft.) 1 target. Hit: 10 (1d6+6) bludgeoning damage. The Crucible Knight Hunches behind its shield and charges towards any creature within 15 ft. of it, that it can see. If the attack hits, the creature is immediatly knocked prone.

Ordovis's Vortex. Melee Weapon Attack: +12 to hit, reach 5ft. (10ft. radius circle) 1 target (Anyone within the 10ft. radius). Hit: 16 (2d6+6) slashing damage and 6 (2d4) force damage. The Axe Crucible Knight's Greatsword begins to spin rapidly, channeling the power of the Crucible, the Knight winds up their greatsword for behind their head and slam it down with immense force. Any creature within a 10ft. radius of the crucible knight that is touching the floor, must make a dexterity saving throw. on a fail, they take 25 (5d8) force damage.  

Aspect of the Crucible Incantation. The Axe Crucible Knight can use its action to cast of the aspect of the Crucible incantations.

 

 

Reactions

Shield block. The Axe Crucible adds 4 to their AC against one melee attack that would hit it. To do so, the Axe Crucible Knight must see the attacker and be wielding their shield.

Riposte. if a creature makes an attack against the Axe Crucible Knight that misses, their can choose to make a Greatsword attack with advantage against this creature. 

Legendary Actions

The Axe Crucible Knight can take 4 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 dragon regains spent legendary actions at the start of its turn.

Greatsword Attack (Costs 1 Action). The Axe Crucible Knight makes a greatsword attack.

Seismic Wave (Costs 1 Action). The Axe Crucible Knight makes one Seismic Wave attack.

Aspect of the Crucible (Costs 2 actions).  The Crucible Knight can choose one Aspect of the Crucible incantation. Once they use this action they cannot cast another aspect of the Crucible incantation till the beginning of his next turn.


Only at half health and lower.

Aspect of the Crucible, Wings (Costs 3 Legendary actions). The Crucible Knight Channels the power of the Crucible throught their entire body and temproarly creates wings. All creatures within a 60ft. long, 15ft wide line, must make a dexterity saving throw. on a fail, they take 45 (9d8) force damage and are knocked prone. on a success, the creature takes half damage and isnt knocked prone.

Aspect of the Crucible, Great Tail Spin. The Crucible Knight now makes two Aspect of the Crucible, Tail attacks in a row.

 

Description

The Mysterious Axe Crucible Knights. Not much is know about them. Who or what they serve is almost as is not exactly known, and the mysterious Crucible they warship and draw power from is as perplexing as their intentions. All that is know of them is that they wander the from place to place, they tend to flock towards strong creatures of intelligence, and if you ever find one on your journey and decide to challenge them to a battle, be prepared to come out heavily injured, or not at all. 

Previous Versions

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