Medium Humanoid, Neutral Evil
Armor Class 21
Hit Points 280 (20d12 + 140)
Speed 30 ft.
STR
24 (+7)
DEX
12 (+1)
CON
24 (+7)
INT
6 (-2)
WIS
8 (-1)
CHA
6 (-2)
Saving Throws STR +12, CON +12, INT +3
Damage Vulnerabilities Force
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120, Passive Perception 14
Languages Abyssal, Common
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Diverse equipment: Chaos Knights may have one of three different weapons and know the weapons mastery property, as listed at the end of the attack.

Chaos Arms: For the purpose of resistances the weapons of a Chaos Knight is considered magical.

Weapon Masteries: Greatsword/Cleave, Great maul/Topple, Flail and Shield/Push and Shield

Cleave; When missing with an attack with a Greatsword the target takes 7 slashing damage.

Topple; After hitting a target with a Great Maul the target must make a DC 24 con check or be knocked prone.

Push; After hitting a target with a flail the target must make a DC 24 con check or be moved 10 ft in any direction.

Shield: while wielding a shield gain +3 ac

Actions

Multiattack. The chaos knight may make six attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 16 (2d6 + 7) slashing damage.

Great Maul. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 16 (1d12 + 7) slashing damage.

Flail and Shield. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 12 (1d8 + 7) slashing damage.

Description

Exiled Chaos knights of the wars now forgotten, it is said that they were abandoned by their gods when their home fell to the demonic hoards, and have sworn eternal vengeance against both.

Chaos knights can be found in any of the realms but are hostile to all non mortal things, be they demonic or celestial, good or evil, and even outer eldritch things.

Previous Versions

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7/5/2024 11:47:01 PM
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Sir_Matthious

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