Crucible Constitution. Crucible Knight has advantage on saving throws against all conditions.
Unstoppable Force. Crucible Knight cannot be interrupted or moved against its will.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Greatsword Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage. Damage is doubled against targets who are prone.
Greatsword Thrust. Melee Weapon Attack: +7 to hit, reach 7 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Earthshaker Stomp. Crucible Knight slams its foot into the ground, shaking the earth in front of it in a 50 ft. cone. Every creature in the targeted area except flying creatures must make a DC 18 Dexterity saving throw, taking 10 (2d4 + 5) bludgeoning damage and being knocked Prone on a failed save, or half as much damage on a successful one.
Punishing Thrust. Crucible Knight lunges forward and thrusts its sword toward an enemy that heals itself or others with any action that does not cause damage. Crucible Knight must be within 10 ft. of the enemy to do this. +10 to hit. Hit: 15 (3d6 + 5) piercing damage.
Description
Crucible Knights are ancient warriors serving the first Elden Lord. They are powerful, resilient, aggressive, heavily armored fighters, and will give their all in service of their cause. Crucible Knights are usually found standing guard or patrolling in lands belonging to their lord.
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