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.
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.
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.
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Posted Feb 22, 2024Image created with Midjourney AI.