| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +7 |
| DEX | 16 | +3 | +6 |
| CON | 20 | +5 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 15 | +2 | +2 |
Souls Ash Armor (3/day). If the Corrupted Knight fails a saving throw, they can choose to succeed insted by redirecting the energy from the attack or magic into their armor. It makes the armor break, and they lose 2 AC each time the ability is used.
Multiattack. The Corrupted Knight makes two attacks using their Flail.
Flail. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (1d10 + 4) bludgeoning damage.
Suffocate. Can only be used on a target grappled by the Knock and Suffer Legendary action. The Knight puts the chain of their Flail around the grappled target's neck and starte to suffocate it. The target takes 25 (6d6 + 4) bludgeoning damage the first time this action is used, and if the action is repeated on the next round, the target's Hit Points are automatically reduced to 0.
Leadership. The Corrupted Knight can utter a special command or warning whenever a nonhostile creature they can see within 30 ft. makes an attack roll or saving throw. The creature can add 1d6 to their roll, provided it can hear and understand the Corrupted Knight. A creature can benefit from only one Leadership die at a time. This effect ends if the Corrupted Knight is incapacitated.
Parry. The Corrupted Knight adds 2 to their AC against one melee attack that would hit them. To do so, the Corrupted Knight must see the attacker and be wielding a melee weapon.
The Corrupted Knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Corrupted Knight regains spent legendary actions at the start of their turn.
Attack. The Corrupted Knight attacks with their Flail
Shield Bash. The Corrupted Knight attacks with their shield. Make a melee weapon attack: +7, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Insulting Rebuke. At the end of a turn of a nonhostile creature within 60 feet of the Corrupted Knight, the Knight shouts to it and compels it to immediately make an extra attack against the target it attacked during its turn. After the attack, the creature gains disadvantage on its next saving throw, regardless of whether the attack hits or misses. This action can be used only on creatures whose attack missed in this round.
Knock and Suffer. The Corrupted Knight makes a melee weapon attack with his shield: +7, reach 5 ft., one target. On a hit, the target is knocked prone and grappled by the Corrupted Knight with the chain of their Flail. At the beginning of the target's round, it can make a DC 14 Strength saving throw to end the grapple.
Chain Spin (Costs 2 Legendary actions). The Corrupted Knight spins their Flail around, hitting and pushing everything within 15 feet. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 9 (1d10 + 4) bludgeoning damage and is knocked prone. On a succesful save, it only takes half as much damage and is not knocked prone.
Description
The Corrupted Knights were once honorable knights from distant realms, but corruption swallowed their souls. Now, they serve the darkness they once fought. Endowed with tactical and battle experience, they often act as the commanders of the Goborc Troopers, complementing the mages' and Kala's destructive powers with strategic brilliance on the battlefield. When they need to fight, they become impenetrable shields for the marching troops, making it close to impossible to penetrate their frontlines.
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