Medium Aberration (Any Race), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 131 (15d12 + 40)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
7 (-2)
CHA
12 (+1)
Saving Throws STR +7, DEX +5, CON +6
Skills Arcana +5, Athletics +5, Intimidation +7, Perception +5
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Necrotic, Poison, Psychic
Damage Immunities Acid
Condition Immunities Charmed, Frightened
Senses Darkvision 20 ft., Passive Perception 12
Languages Common, Deep Speech, Undercommon
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Aberrant Physiology. The knight doesn't need to breathe or sleep, and has advantage on saving throws against being poisoned

Eldritch Blood. Whenever the knight takes slashing, piercing or fire damage, each creature within a radius of 10 feet of it must succeed a DC 16 Dexterity saving throw, or take 7 (2d6) acid damage.

Disperse Thoughts. When a non-aberrant creature is taking a dodge action, a ready action, a help or chooses to [Tooltip Not Found] or is concentrating on it within 10 feet of the knight, the creature must succeed a DC 13 Wisdom saving throw. On a fail, any of the mentioned actions taken are cancelled and the concentration is broken. The DC increases by 1 for each allied aberrant creature within 10 feet of the knight. Only one saving throw is required per group of knights.

Actions

Multiattack. The kinght makes three attacks of any available combination. 

Scythe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) slashing damage, or 18 (1d12+5) slashing damage if used with two hands.

Numbing Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 9 (2d8) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be paralyzed until the end of the knight's next turn. The creature can repeat the saving throw at the beginning of it`s turn, ending the effect on a success.  

Reactions

Parry. The abominable knight adds 2 to it's AC against one melee attack. To do so, the knight must be seeing the attack and be wielding a melee weapon.

Description

Abominable Knights are fallen nobles and warriors who forsake their humanity to join a terrible cult to receive power from an elder entity. Now, their bodies are twisted; melding armor with skin and bones, and their mind is lost in a sea of madness. (art by Eriyal)

Mutant Bodies, Wicked Minds. The transformation on each knight takes a different form, depending on the cult in which they forgone their humanity, and resembling the spawn of their patron. For exemple, the Cult of Ceaseless Hunger, that worships Hadar, have their members skin turned into a pitch-black, sticky membrane; and their eyes turn into a white void, with small black dots hovering inside of it like stars on the night's sky.

An abominable knight's mind is something unfathomable; so deeply twisted and scarred by the secrets it learned that it is impossible to reason with one. Such is their insanity, that it even seeps into the other creatures thoughts with an invisible psionic "fog". This "fog" distracts the creatures, leaving them open to the vicious attacks of the knights' scythes. This clouding effect seems to grow stronger when other knights are close to each other.

Previous Versions

Name Date Modified Views Adds Version Actions
11/26/2018 1:33:52 PM
62
2
Alpha (0.5)
Coming Soon
11/26/2018 1:55:02 PM
30
0
Beta (1.0)
Coming Soon
11/26/2018 11:32:00 PM
29
0
--
Coming Soon
11/26/2018 11:38:00 PM
29
0
Beta (1.5)
Coming Soon
11/27/2018 2:50:52 AM
29
0
Beta (1.5)
Coming Soon
11/27/2018 2:52:16 AM
29
0
--
Coming Soon
11/30/2018 3:19:19 PM
93
1
--
Coming Soon
12/2/2018 12:05:14 AM
165
0
Beta (2.0)
Coming Soon
9/20/2019 2:05:55 AM
1207
16
Beta (2.0)
Coming Soon

Monster Tags: NPCabberation

Habitat: MountainUnderdarkUrban

Fanfalamo

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