Medium Fiend (Demon), Chaotic Evil
AC 18 Cracked Abyssal Plate    Initiative +1 (11)
HP 110 (13d8 + 52)
Speed 30 ft.
Mod Save
STR 20 +5 +5
DEX 12 +1 +1
CON 18 +4 +4
Mod Save
INT 10 +0 +0
WIS 12 +1 +8
CHA 16 +3 +12
Skills Intimidation +16
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poisoned
Gear Cracked Infernal Plate Armor, Infernal Great sword
Senses Darkvision 120 ft, Passive Perception 4
Languages Abyssal, Common understands Common but cannot speak Abyssal, understands Common but cannot speak
CR 6 (XP 2,300; PB +3)
Traits

Abyssal Fortitude

The Abyssal Knight has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Magic Resistance

The Abyssal Knight has advantage on saving throws against spells and other magical effects.

Abyssal Aura

At the start of the Abyssal Knight’s turn, each creature within 10 feet must succeed on a DC 15 Wisdom saving throw or take 5 (1d10) psychic damage from overwhelming, oppressive fear. A creature that succeeds on the saving throw is immune to the Abyssal Aura for 24 hours.

Actions

Multiattack

The Abyssal Knight makes two Greatsword attacks.

Greatsword

Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 17 (2d10 + 5) slashing damage plus 7 (2d6) necrotic damage.

Shadow Step (Recharge 5–6)

The Abyssal Knight teleports up to 30 feet to an unoccupied space it can see that is in dim light or darkness. After teleporting, the Abyssal Knight gains advantage on the first melee attack it makes before the end of its turn.

Bonus Actions

None

Reactions

None

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.

Description

Forged in the deepest reaches of Graz'zt's dominion, Abyssal Knights are not living beings, but perverse amalgamations of tortured souls and shattered armor. Created to act as brutal enforcers of demonic will, these entities exude a crushing psychic presence, suffocating the courage of all who dare stand against them. Cloaked in cracked, rune-etched plate and wielding corrupted greatswords, they are often stationed to guard sites of dark rituals or to enforce the commands of higher demons. Silent and merciless, an Abyssal Knight stands as both a symbol and a weapon of demonic dominance.

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.

dagonvein

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