Strength Conditioning. [roll]1d20[/roll] When an attack hits the Vanagardian Knight, it rolls a D20. if the roll is above a 15, all damage is negated.
The Knight rolls twice for initiative, having two turns per round. This only applies if there are more then 1 enemies
Killing Blows: When the knight hits an attack with a greatsword, roll a [roll]1d6[/roll] on the following table:
1: The attack removes the creatures reaction for this round.
2: The attack chains an additional 10 damage to the next closest enemy
3: The attack explodes in a 10 foot radius, dealing 5 force damage.
4: The attack knockes the creature prone
5: The attack knocks the creature back 15 feet
6: The attack adds a level of exhaustion to the creature.
Greatsword Moveset. Melee Weapon Attack: [roll]1d20+6[/roll] to hit, reach 10 ft, Hit: ([roll]1d12+4[/roll]) [piercing] damage.
Shockwave. Ranged Weapon Attack: All creatures within 10 feet must make a DC 13 Dexterity check or be pushed back 10 feet. Take 8 force damage.
The Might Of God. With his action the knight summons the might of Tiamat, infusing his body with un-worldly energy for [roll]1d4+1[/roll] turns:
Each turn the knight regains 15 hitpoints
The knight gains Advantage on all attacks
The knight deals an additional [roll]1d10[/roll] [Radiant Damage]
Well "The Might Of God" is active, the knight may cast Moonbeam as an action at will.
This may be activated once per combat
Multiattack: The Knight makes 2 greatsword attacks per turn
Anti-Range. The Knight can cast Eldritch Blast and Sacred Flame + 6 at will.
Trained Warrior. If a creature within 5 feet of the Knight casts a spell, the Knight makes a greatsword attack against the creature, and they must make a WIS saving throw above the attack roll or the spell is cancelled.
Hellish Rebuke. 2(1d10+3) fire damage. DEX SAVE 14
Superior Swordsmanship: When hit by a melee attack with a martial weapon. The knight can use a reaction to add 2 to his AC and make a greatsword attack against the offender.
Extra Reaction: The Knight has two reactions per round.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
in front of you stands a hulking soldier, his body encased in a double layer of chainmail, an adamantine helm on his head covers his face except for a small slit revealing a set of golden eyes. He wears a white cape with the painted symbol of a dragons skull. A layer of shining steal scales cover the chainmail on his chest, he towers over you, standing eight feet tall with a magnificent greatsword that's hardly a foot shorter.
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.
Previous Versions
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1/26/2024 2:25:24 AM
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Coming Soon
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