Armor Class
18
(plate)
Hit Points
52
(8d8 + 16)
Speed
0 ft., Fly 90 ft. hover
STR
16
(+3)
DEX
11
(+0)
CON
14
(+2)
INT
11
(+0)
WIS
11
(+0)
CHA
15
(+2)
Saving Throws
CON +4, WIS +2
Damage Immunities
Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities
Poisoned
Senses
Passive Perception 10
Languages
Void Speech
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Brave. The knight has advantage on saving throws against being frightened.
Actions
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) psychic damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) psychic damage.
Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Description
Astral Knights are warriors who pledge service to astral rulers. A astral knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm.
Comments