Large Humanoid, Any Chaotic Alignment
Armor Class 19 (natural armour)
Hit Points 400 (132d10 + 224)
Speed 60 ft., Fly 60 ft.
STR
26 (+8)
DEX
14 (+2)
CON
24 (+7)
INT
22 (+6)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws DEX +8, CON +13, WIS +10
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 14
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Fear Aura. Any creature hostile to the Boreal Outrider Knight that starts its turn within 20 ft. of the Boreal Outrider Knight must make a DC 21 Wisdom saving throw, unless the Boreal Outrider Knight is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creatures saving throw is successful, the creature is immune to this effect until the start of the next round.

Flurry of Steel. The Boreal Outrider Knight can make a free attack against any creature that enters its threat range. Even if a creature disengages, the Boreal Outrider Knight can still make an attack of opportunity if it enters or leaves its threat range.

Magic Resistance. The Boreal Outrider Knight has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Boreal Outrider Knight's weapon attacks are magical.

Actions

Multiple Attack. The Boreal Outrider Knight makes 4 attacks, split between its Twirl and Irithyll Straight Sword. 

Frost Thrust. All creatures in a 30 ft. long, 10 ft. wide, line must immediately make a DC 21 Dexterity saving throw suffering 258 (12d8) cold damage on a failure or half as much damage on a successful saving throw.

Twirl. Melee Weapon Attack: +15 to hit, reach 15 ft., all creatures in reach. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) cold damage. Roll separately for each creature in reach.

Irithyll Straight Sword. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) cold damage.

Legendary Actions

Blood Soaked. This creature spends Health Points instead of Legendary points to use Legendary Actions.

Bloody Presence. Upon reaching 150 health, all creatures within 20 ft. of Boreal Outrider Knight must make a DC 21 Strength saving throw. On a failure, the creature suffers 24 (3d10 + 8) bludgeoning damage and 27 (6d8) necrotic damage. On a successful saving throw, the creature suffers half damage.

Blade Dance. (Spend 5 Health) Boreal Outrider Knight moves 10 ft. after each attack it makes for the rest of the round. This movement does not provoke attacks of opportunity.

Ash Cloud. (Spend 5 Health) All creatures within a 20 ft. radius of Boreal Outrider Knight must immediately make a DC 21 Constitution saving throw. On a failure, the creature is [effect]stunned[/effect] until the end of their next turn. On a successful saving throw, the creature instead suffers 27 (6d8) poison damage.

Unrelenting Slashes. (Spend 5 Health) Each creature the Boreal Outrider Knight hits with a melee attack suffers an additional 1d8 piercing damage at the start of their turn. The extra damage ceases when the creature succeeds on a DC 12 Wisdom (medicine) check or receives magical healing.

Description

The outrider knights of the Boreal Valley are cursed by Pontiff Sulyvahn's black eyes, slowly deforming them into hideous dog-like beasts. These Outrider Knights are often equipped with straight swords.

Previous Versions

Name Date Modified Views Adds Version Actions
10/21/2024 10:18:16 PM
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1
Dark Souls 3
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Monster Tags: humanoid

Habitat: ArcticUrban

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