Ethereal Sight. The shrouded knight can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The shrouded knight can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Magic Resistance. The shrouded knight has advantage on saving throws against spells and other magical effects.
Trampling Charge. If the shrouded knight moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the shrouded knight can make another attack with its hooves against it as a bonus action.
Multiattack. The shrouded knight uses its lesser revelation. It also attacks three times; once with its hooves and twice with its lance.
Hunter’s Lance. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 19 (3d12) necrotic damage. If the target is a creature, the shrouded knight knows its precise location for the next 24 hours as long as it is on the same plane of existence as the creature hit by this attack.
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage plus 19 (3d12) necrotic damage.
Lesser Revelation. The shrouded knight suppresses its veil, revealing its true form. All creatures within 30 feet that can see may attempt a DC 17 Dexterity Saving Throw in order to avert their eyes. A creature who succeeds in averting their eyes is blind until the end of their next turn. Any creatures who fail or choose to look must succeed on a DC 20 Charisma Saving Throw or Be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this shrouded knight’s lesser revelation for the next 24 hours.
Hunter’s Maze (1/Day). The shrouded knight banishes itself, and a creature it can see within 60 feet, into a labyrinthine demiplane. Both creatures remain there for 10 minutes, or until the target escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence Saving Throw. If it succeeds, it escapes (a minotaur or goristro demon automatically succeeds). When the target escapes, it reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
The shrouded knight can use its action to try and find the target within the maze. When it does so, it makes a DC 15 Intelligence Saving Throw. If it succeeds, it finds the target and is able to make an attack with its lance. It automatically succeeds on this check if the target’s location is known to the shrouded knight. When the target escapes, the shrouded knight appears in the space it left or, if that space is occupied, in the nearest unoccupied space at the start of its next turn.
Description
SHROUDED KNIGHT
The shrouded creature before you evokes the silhouette of a knight on horseback cloaked in a veil of white cloth leaving nothing truly visible aside from the suggestion of the knight beneath. The truth of what lies beyond the veil, however, is much more horrific.
Unified Horror. When Pale Night traps a creature in her embrace they are often doomed to languish in solitude for eternity as decoration in the Bone Citadel, however, that fate is not always the end. In some cases Pale Night might choose to transform one of these creatures into a demon known as a shrouded knight. These demons appear to be a knight on horseback wrapped in a shroud, much the same as their mother, but the truth is something much more unsettling. The shrouded knight is a single entity, not two creatures. While it takes on this familiar outline, the creature beneath the veil is a single demonic horror that, while only possessing a fraction of Pale Night’s essence, is likewise rejected by reality for the wrongness of their form. While their true form is not as impossible to take in as Pale Night herself, their presence is sure to sow chaos and turmoil within the areas of the multiverse they occupy.
Knight’s Loyalty. Shrouded knights are absolutely loyal to their creator, Pale Night. They are most typically found defending her lair, the Bone Citadel, but sometimes they are found in other layers of the Abyss acting on behalf of their master. Due to the fact that they most often do battle within the areas of Baphomet’s maze that surround the Bone Citadel, they are extremely gifted trackers and incredible at riding down individual targets.
Saving Throws DEX +9, INT+7, CHA +9
Skills Perception +6, Stealth +9
Damage Resistances acid, cold, fire, lightning
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., truesight 15 ft., passive Perception 16
All credit to Dungeon Dad on Youtube for this, all I did was convert his creation into dndbeyond.
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