Medium Humanoid (Elf)
Armor Class 20
Hit Points 190 (10d8)
Speed 40 ft.
STR
24 (+7)
DEX
20 (+5)
CON
20 (+5)
INT
13 (+1)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +11, CON +9
Damage Resistances Lightning, Poison
Damage Immunities Lightning
Senses Passive Perception 14
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Precision Strike (3/day). When the fighter misses an attack roll, it may add a d10 to the attack roll.

Light (at will). Can cast the Light cantrip.

Sleep (1/day). Can cast the spell Sleep.

Invisibility (1/day). Can cast Invisibility on one-self without needing the material components required. 

Sentinel:

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Polearm Master:

  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Indomitable (3/long rest)

Can reroll a saving throw three times

Actions

Multiattack. The Fighter makes three attacks with either its Longbow or its Great sword. If it reduces a creature to 0 HP with one of these attacks, it may make an additional attack as a bonus action.

Flame tongue Glaive +2. Melee Weapon Attack: +14 to hit, one target +5 reach. Hit: 30 (1d10+2d6 fire damage + 15) slashing damage. Graze- If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll (5). 

Longbow +2. Ranged Weapon Attack: +10 to hit, reach 150/600 ft., one target. Hit: 20 (1d8 + 2) piercing damage.

Unleash Incarnation (3/Day). The knight makes one melee weapon attack from its echo's position.

Bonus Actions

Manifest Echo. The knight magically manifests an echo of itself in an unoccupied space it can see within 15 feet. The echo is a magical, translucent, gray image of the knight that lasts until it is destroyed or the knight dismisses it as a bonus action, manifests another echo, is incapacitated, or is more than 30 feet away from the echo at the end of its turn.
The echo has an AC of 18, 1 hit point, and is immune to all conditions. If it has to make a saving throw, it uses the knight's saving throw modifiers. It is the same size as the knight, and occupies its space. On the knight's turn, it can mentally command the echo to move up to 30 feet without using an action.
While the echo is manifested, the knight has the following benefits:

  • As a bonus action, the knight magically swaps places with its echo at a cost of 15 feet of movement.
  • When the knight attacks, it can attack from its own space or from the echo's space.
  • Other creatures provoke opportunity attacks when they move away from the echo, as if the knight was standing in the echo's space.

Second Wind (5/day). The Fighter heals itself for 1d10+6.

Reactions

Riposte (3/day). As a reaction to being missed with a melee attack, the Fighter may make melee weapon attack. If it hits, it does an extra 1d8 damage

Shadow Martyr (Recharge 5 or 6). When a creature the knight can see is attacked, before the attack roll is made, the echo teleports to a space within 5 feet of the targeted creature. That attack is made against the echo instead of the original target.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
12/20/2025 9:37:55 PM
5
1
1
Coming Soon
Msloot

Comments

Posts Quoted:
Reply
Clear All Quotes