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.
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.
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 |
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11/26/2018 1:33:52 PM
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62
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2
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Alpha (0.5)
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11/26/2018 1:55:02 PM
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30
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0
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Beta (1.0)
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11/26/2018 11:32:00 PM
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29
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0
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11/26/2018 11:38:00 PM
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29
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0
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Beta (1.5)
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11/27/2018 2:50:52 AM
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29
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0
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Beta (1.5)
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11/27/2018 2:52:16 AM
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29
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0
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11/30/2018 3:19:19 PM
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93
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1
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12/2/2018 12:05:14 AM
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165
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0
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Beta (2.0)
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Coming Soon
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9/20/2019 2:05:55 AM
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1207
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16
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Beta (2.0)
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Coming Soon
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Anyway I can print this stat block ?
1d12 is not better than 2d10, just for the record. 2d10 is an average of 11, which is the second highest number a d12 can output. I'd recommend instead saying that the scythe deals 1d10 damage when used with one hand, or 1d12 with two hands.
2d10 instead of 1d10 might have been a typo on second thought, but I still felt this was important to take note of.