Medium Undead, Any Alignment
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.

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