Medium Humanoid (Any Race), Lawful Evil
Armor Class 14 (glamoured studded leather armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft., climb 30 ft. From Slippers of Spider Climbing
STR
21 (+5)
DEX
13 (+1)
CON
14 (+2)
INT
19 (+4)
WIS
10 (+0)
CHA
12 (+1)
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Thieves' Cant
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Holy Smokes. As an action, the shadow knight throws dust of disappearance into the air. Once thrown, the shadow knight and each creature and object within 10 feet of it become invisible for 5 (2d4) minutes. If a creature affected by the dust attacks or casts a spell, the effect ends for that creature.

Wonderful Toys. While the shadow knight has the Ring of X-ray Vision, it can see through 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt for one minute. While it has the Net of Warning, it can’t be surprised even when sleeping, and it has advantage on initiative rolls. While it has the Lamp of Darkness (see monster details), it can create a 15-footsphere of magical darkness once per day.

Actions

Multiattack. The shadow knight makes two attacks with its vicious whip or short sword. It can also substitute an attack to use their booster hook or net of warning.

Vicious Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage. The whip deals an extra 7 (2d6) slashing damage on critical hits.

Booster Hook. Ranged Weapon Attack: +3 to hit, reach 60 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Net of Warning. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target. If the target is a Large or smaller creature, it is restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. The net has no effect on a creature with the Incorporeal Movement trait or that is similarly formless, such as a creature under the effect of a gaseous form spell.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Bonus Actions

One with the Night. While in dim light or darkness, the shadow knight can take the Disengage or Hide action as a bonus action.

Reactions

Gloves of Missile Snaring. When struck by a ranged attack, if the shadow knight has a free hand, it can reduce the damage taken by 6 (1d10 + 1). If it reduces the damage to 0 and the missile is small enough to hold in its hand, it catches the missile.

Bat’s Eye View. While standing motionless on a rooftop, bridge, or tower in dim light or darkness, the shadow knight can use a bonus action to become indistinguishable from a gargoyle or other architectural feature. While doing so, it has advantage on Wisdom (Perception) checks that rely on sight.

Description

Power of Money. The Shadow Knights are nothing without their wonderful toys. Each Shadow Knight carries the following items:

  • Belt of hill giant strength
  • Booster hook (see below)
  • Cloak of billowing
  • Drums of panic (see below)
  • Dust of disappearance
  • Glamoured studded leather armor
  • Gloves of missile snaring
  • Goggles of night
  • Headband of intellect
  • Key of opening (see below)
  • Lamp of darkness (see below)
  • Ring of x-ray vision
  • Slippers of spider climbing
  • Vicious whip
  • Weapon of warning (net)

When they are without their items, Shadow Knights use veteran stats.

Booster Hook
Wondrous item, uncommon (requires attunement)
This L-shaped device features a spool of thin metal wire and a central tube which houses a sharp mithril grappling hook. It has 3 charges and regains all expended charges daily at dawn. As an action, you can expend 1 charge to fire the hook at a point you can see within 60 feet. You are immediately pulled to that point in a straight line. This movement does not provoke attacks of opportunity. If you fire the hook at a Large or smaller creature, make a ranged attack against the target, treating the hook as a weapon with which you are proficient. On a hit, the target takes piercing damage equal to 1d10 + your Dexterity modifier and must make a DC 15 Strength saving throw. On a failed save, the target is pulled up to 20 feet toward you in a straight line. If this movement causes the target to come within 5 feet of you, you can make a melee attack against the target as a bonus action.

Drums of Panic
Wondrous item, uncommon
When you use an action to play these small hand drums, each hostile creature within 30 feet of you that hears you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these drums for 24 hours. Once used, this property of the drums can’t be used again until the next dawn.

Key of Opening
Wondrous item, uncommon
This bronze key has a head shaped like a crown. When inserted into a nonmagical lock and twisted, the key expends a charge and opens the lock. The key has (1d6 + 2) charges when found and becomes nonmagical when you use the last charge.

Lamp of Darkness
Wondrous item, rare (requires attunement)
This shuttered lamp is made from black iron. It does not consume any oil. When you unshutter the lamp, magical darkness spreads out from it to fill a 15-foot-radius sphere for 10 minutes. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

Once used, this property of the lamp can’t be used again until the next dawn.

Monster Tags: NPC

Habitat: ArcticCoastalForestGrasslandHillMountainUnderdarkUrban

Rivory

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