Medium Humanoid (Any Race), Typically Lawful Neutral
Armor Class 18 (plate)
Hit Points 56 (8d8 + 20)
Speed 35 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +6, CON +5
Damage Resistances Radiant
Senses Passive Perception 10
Languages Appears to understand Common and other languages, but never speaks
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Pack Tactics. The chrome knight has advantage on attack rolls against another creature if at least one of the chrome knight's allies is within 5 feet of the target creature and the ally isn't incapacitated.

Soulless Bravery. The chrome knight has advantage on saving throws against being charmed or frightened.

 

Actions

Multiattack. The chrome knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage.

Brilliant Gleam (Recharge 4-6). All creatures of the chrome knight's choice within 60 ft. must succeed on a DC 15 Constitution saving throw or be blinded and stunned until the end of the knight's next turn.

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.

Description

Chrome knights are the soulless, voiceless, shining patrollers of Where the Sidewalk Ends. Despite the rumors that many of them used to be poets lost to the Eater's madness, the only arts they value now are killing—and polishing their armor afterward.

Monster Tags: Armorhumanoid

Habitat: ForestGrasslandHillMountainUrban

realmsofendlessday

Comments

Posts Quoted:
Reply
Clear All Quotes