Large Humanoid (Demon), Chaotic Evil
Armor Class 17 (plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft., Fly 60 ft. fly into the air once, becoming immune from all damage and regain 10 hit points in 60 seconds, can only be interrupted by spells and special arrows
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws CON +5, WIS +3
Skills Deception +20
Damage Vulnerabilities Fire
Damage Resistances Ranged Attacks
Condition Immunities Exhaustion, Frightened, Invisible, Unconscious
Senses Darkvision can see perfectly in the dark. +2 to all stats in the dark, Passive Perception 15
Languages Abyssal Any one language (usually Common)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Brave. The knight has advantage on saving throws against being frightened.

Actions

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions

Parry. The knight adds 2 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.

Legendary Actions
Lightning Storm (Costs 2 Actions) The creature uses Lightning Storm: the creature magically creates three bolts of lightning, each of which can strike a target the creature can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Description

Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.

Lair and Lair Actions

The castle of torment, the strong hold of orthos, made of pure obsidian straight from the dwarven mines of uratha, held by a legion of lizard folk and bugbears and the dark lord herself. the only one who knows where it is would be the bugbear chief kartha the bloodthirsty.

Monster Tags: Demon Lord

Habitat: Urban

achileussnatras

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