Medium Aberration (Cursed), Neutral
Armor Class 17
Hit Points 73 (7d10 + 3)
Speed 50 ft.
STR
16 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
13 (+1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws CON +6
Damage Resistances Bludgeoning and Piercing from nonmagical attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Paralyzed
Senses Passive Perception 14
Languages Common
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Cunning Action. On each of its turns, the Knight can use a bonus action to take the Dash, Disengage, or Hide action.

Speedy You gain the following benefits.
Ability Score Increase. Increase your Dexterity or Constitution score by 1, to a maximum of 20.
Speed Increase. Your Speed increases by 10 feet.
Dash Over Difficult Terrain. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn.
Agile Movement. Opportunity Attacks have Disadvantage against you

 

Actions

Multiattack
The Knight makes three attacks, two with its longsword and one with its mace

Longsword The Knight attacks with a longsword, +10 to hit, 2d6+3 slashing damage

Mace The Knight attacks with a blunted mace, +10 to hit, 2d6+3 bludgeoning damage

 

 

 

Reactions

Parry The Knight can take the Parry reaction, adding 2 to its AC and potentially turning a hit into a miss

Legendary Actions

.

WarlockKaren

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