Medium Or Small Humanoid (Cleric, Human), Any Lawful Alignment
Armor Class 17 plate
Hit Points 25 (8d8 - 2)
Speed 25 ft.
STR
16 (+3)
DEX
8 (-1)
CON
6 (-2)
INT
13 (+1)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws STR +5, WIS +4
Damage Resistances Necrotic, Poison
Condition Immunities Poisoned
Senses Passive Perception 17
Languages common
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

 

 

Actions

Action Name. Slash.

Action Melee Attack. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: (1d8 + 5) [Slashing] damage. Hit: (1d4) [Poison] damage.

 

Reactions

Reaction Name. If a enemy goes out of your 5ft range you get an attack of opportunity. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A knight that dawns blackened steal armor resembling a mid-evil knight. 

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: humanoidHuman

Habitat: ForestGrasslandHillSwamp

fu123

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