Medium Humanoid (Human), Lawful Neutral
Armor Class 14 (damaged plate)
Hit Points 73 (12d10)
Speed 20 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws STR +6, CON +5
Skills Athletics +3
Damage Vulnerabilities Lightning
Damage Resistances Bludgeoning from non magical attacks
Condition Immunities Unconscious
Senses Darkvision 80/160, Passive Perception 16
Languages Common, Elvish (does not speak in the presence of non-Vandal creatures.)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Vandal's Nightiron Plate. When Vandal Knight Gavric takes nonmagical damage, he may make a Constitution saving throw at DC 7 + the amount of damage. On a successful save, reduce the damage by 2d8 to a minimum of 1. On a failed save, reduce the damage by 1d4 to a minimum of 1. Any time a spell is cast within 10 feet of Gavric, the Nightiron Plate casts Counterspell at third level.

Slay the Weak. Gavric must prioritize the nearest immobile creature with his attacks. If no creatures are immobilized within his line of sight, he may attack as normal. When attacking an immobilized creature, Gavric may add 3 to his damage roll.

Broken Spear. Vandal Knight Gavric's spear was damaged in his preceding battle with the Three of Hearts. When his Hit Points are reduced to 30 or fewer, he casts it aside and gains the following Special Traits. After this Special Trait is triggered, he may immediately take a turn as though he has the next-highest initiative, regardless of the initiative order (he may take 2 turns in a round in this way)

Enraged Aggression. Vandal Knight Gavric can take the Dash action as a bonus action.

Occult-Touched Fists. When Gavric deals damage using his Black-armored Fist attack, he regains 1d6 hit points.

 

Actions

Broken Spear. Melee Weapon Attack: +3 to hit, reach 10 ft., 1 target. Hit: 2d6+3 Piercing damage. 

Sweeping Strike. Two creatures within 10 feet of Gavric must make a DC 18 Dexterity save or take 2d6 Bludgeoning damage.

Black-armored Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 2d8+3 Bludgeoning damage. If this attack does not hit a creature, Gavric may attack again, subtracting 3 from the hit roll. He may only attack in this way twice per round.

Earthen Wave. All creatures within 15 feet of Gavric must make a DC 14 Dexterity saving throw or take 1d6 Piercing damage and become immobilized for 1 round. On a successful save, they take half damage (rounded down). Then, they may make an Attack of Opportunity against Gavric. Once per round, he may use this attack as a bonus action.

Bonus Actions

Wall of Iron. After Gavric deals damage to a creature, as a bonus action, Gavric may force that creature to make a DC 12 Wisdom save or become immobilized until Gavric's next turn.

Reactions

Furious Strike. Twice per round, when Gavric takes damage from an Attack of Opportunity, he may make one attack with Black-armored Fist. If he deals damage with this attack, the target is immobilized for 1 round.

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

As the adventuring party fights deep into the Temple of Crimson Tears, they probably expect to find the Three of Hearts in its grand chamber. But when they step inside, they see a huge, black-armored knight standing over the bleeding corpse of the woman who had claimed the power of the Three of Hearts. He is wounded, missing one arm from the elbow down, and with his armor dented and perforated all over. Even wounded, the lowest Vandal Knight is a match for many a warrior.

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.

THACOdumpstat

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