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 |
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.
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.
None
None
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 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.
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