Hivemind. Knights are immune to the charmed condition and can communicate amongst each other telepathically.
Brave. Knights have advantage on saving throws against the frightened condition.
Swarm. The knight has advantage on attack rolls against a creature if at least two of the knight's allies are within 10 feet of the creature and those allies are not incapacitated.
Knights Honor. If the knight has no allies remaining at the start of its turn it gains a +1 bonus to AC and can make an additional bladearm attack on each of its turns.
Multiattack. The Knight makes three attacks, two with its bladearms, and one with its blade tendril.
Bladearm. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 21 (3d8 + 7) slashing damage.
Blade Tendril. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 18 (3d6 + 7) piercing damage and 9 (2d8) acid damage. If the target is struck with the blade tendril for the first time since the combat started this attack has advantage.
Arm Javelin. The knight can remove one of its armblades to be used as a ranged weapon. Once this ability is used twice the armblades are lost for 1d4-1 days (minimum of one) and the knights armblade attacks deals one less damage dice.
Description
The Chitrin are an odd race of ant-like humanoids that generally stay deep in the Underground. These insectoid creatures are not overtly hostile but can be territorial to the point that they’ll attack adventurers who come too close to their nests. It’s unclear just how intelligent they are but it’s believed that they have a sort of hive mind that allows sentience for those who have been alive long enough. They were apparently created over the ages from insects when fruit and leaves of the Yggdrasil trees began to rot after falling to the ground, filling the soil with mana.
Called "Red Demons" by those who witness them chitrin knights are not a creature to be taken lightly. Be it with a group of allies or alone these dangerous monstrosities wreak havoc on on their foes. Armed with a dangerous hidden third appendage they can even catch the wariest of foes by surprise in the middle of an ongoing combat. Knights are most often found guarding the deepest parts of their colonies, blocking off entrances to their broodmothers den. From time to time a single knight may be sent out with a group of harvesters to collect important meat or materials.
Red Demons. Knights have blades on both of their arms and often times their antennae take on a shape resembling that of two horns. Their vicious crimson armor looks so thick and sturdy that it could easily be mistaken for the blood stained plate of a bloodies knight.
Eternal Guards. Knights follow orders of the hive without question, and sometimes punish those chitrin who would go against orders of the mind. Even if it was for the betterment of the colony. When a knight is around work is far more efficient and their guard remains unwavering even if it is for days on end.
For the Colony. Knights will follow even suicidal commands from the colony, diving into battles bloodies than their red exoskeleton for the glory of the broodmother.
Excellently Trained. Knights are inborn with knowledge from the broodmothers experiences, and only well sustained and experienced colonies are capable of producing one of these high class unflinching soldiers.
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