Large Humanoid, Chaotic Evil
Armor Class 20 Full Plate Armor
Hit Points 382 (30d20)
Speed 5 ft., cannot dash
STR
28 (+9)
DEX
2 (-4)
CON
20 (+5)
INT
11 (+0)
WIS
7 (-2)
CHA
1 (-5)
Saving Throws STR +15
Damage Vulnerabilities Bludgeoning
Damage Resistances All
Condition Immunities Charmed, Deafened
Senses Passive Perception 8
Languages understands common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Gravity Hex:

When below half HP. Damage done also makes creatures hit have zero gravity for 1d4 rounds




Actions

Flanged Mace:

the Chaos knight uses a flanged mace bigger than themselves in two ways

Great Slam: 
5ft away from the chaos knight they slam down their flanged mace dealing 15d12 bludgeoning damage to any creatures there and all creatures in adjacent squares must make a dc 18 CON saving throw or take 10d8 thunder damage and become prone. creatures hit with bludgeoning damage from this attack must make a dc 20 strength saving throw or become stunned

sweeping smash: 
the chaos knight swings their mace horizontally and hits the squares in front of them  and next to them for 10d10 bludgeoning damage and all creatures must make a dc 19 STRENGTH saving throw  or be knocked prone and pushed 20ft away

Piercing Scream: 
the chaos knight yells very loud. Every creature that can hear them must make a dc 16 CON saving throw or become deafened for 1 hour

Legendary Actions

Gravity combo:

when below half HP they can use this Legendary action. costs 2 actions. Uses their mace to knock an enemy into the air then using great slam on them. the initial hit does 10d10 bludgeoning damage and great slam applies Unconscious and does 20d15 damage instead. There is no saving throws.

Description

The chaos knight is a massive humanoid who made a bad deal with a great entity. They thought they were gaining great power so they could be a great adventurer however the side effects made them a puppet for their patron who uses them to destroy all they want. However some people are stronger than their devils when they make this deal and keep the power to themselves and don't get their conceincse stolen.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: humanoid

BakedGerman