Large Humanoid, Typically Neutral Evil
Armor Class 19 knight armor
Hit Points 115 (10d12 + 50)
Speed 25 ft., Fly 5 ft.
STR
24 (+7)
DEX
20 (+5)
CON
22 (+6)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +11, CHA +3
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Fire, Force, Necrotic, Poison, Thunder, Ranged Attacks, Damage Dealt By Traps, Damage from Spells
Damage Immunities Lightning, Psychic, Slashing
Gear cursed knight armor; weak anti-magic ring; cursed greataxe, greatsword or two-handed warhammer
Senses Passive Perception 6
Languages Abyssal not all cursed knights can speak this language, Common almost all can speak it with a broken, foreing accent, but they rarely do it, Draconic not all cursed knights can speak this language, Godstongue mainly used for drak rituals or swears, Infernal not all cursed knights can speak this language
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Drenched in blood: Everytime an attack misses the knight the attacker can choose to make either an INT; WIS, or CHA saving throw against the knight with advantage. If failed the attacker becomes frightened for the next round.

Burning eyes: Everytime the Knight hits a target he didn't attack in the previous turn the taget has to perform a saving throw against 2. If failed become paralyzed for the next round. If the target rolls a nat20 it deals +1 raidiant damage with the next attack. Creatues with an opposing alingment to the knight have advantage.

Heavy plates: Every damage except piercing and raidiant gets reduced by 1

Spiked armor: Every time the knight gets hit by a melee attack deal 1 piercing damage against the attacker

Cursed armor: Every time the knight looses more than 10 health to one attack it immedeatly starts its turn, skipping any other creature in the fight.

Hatefull sinner: The knight can perform the following attack 5 times per day: Hellflame

Actions

Hellflame: Range: touch.

Summon a dark flame at the tip of your finger, that evelopes the target and deals 3d8+3 fire damage and applies 4d4 dark wounds on the target.

Dark wounds: Deals one damage for each dark wound the target has each round and gets reduced by one each round to a minimum of 1. Each heal reduces the amount of dark wounds by the amount of HP healed (until the taget has 0 dark wounds).

(When wielding greatsword)

Quick slash: perform 2 cursed strikes

Cursed strike: Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 15 (3d6 + 5) slashing damage +1d6 necrotic damage +1d4 +1 fire damage

(When wielding greataxe)

Chopping: Melee Weapon Attack: +6 to hit, reach 6 ft. (min. 1 ft.). Hit: 16 (3d6 +6) slashing damage. Adds 1d4 -1 dark wounds on target and deals 1d6 necrotic and 1d6 fire damage in a 10 ft. cone behind the target.

(When wielding two-handed warhammer)

Breaker: Melee Weapon Attack: +6 to hit, reach 6 ft. (min. 2 ft.). Hit: 16 (3d6 +6) bludgeoning damage. The target can choose to either not perform an Action or Bonus action in its next turn. The AC of the target by shields and armor is permanently reduced by 1 to a minimum of 1 (only currently worne armor and shields). Deal 1d4-2 dark wounds and 1d6 fire damage and 1d4 necrotic damage in a 5 ft. cone behind the target.

Bonus Actions

Heavy Fist: Melee unarmed Attack: +7 to hit, reach 0,5 ft. Hit: deal 4 (1d4+2) bludgeoning damage

 

Reactions

Hammered aside: when attacked by a melee attack the knight can perform a Heavy Fist against the attacker with disadvantage

No magic rules here: if attacked by a spell reflect 10% of the damage (rounded up) back at the caster

Legendary Actions

The legendary action can be performed when the knight falls below 20 HP and it has 1 charge

By the power of the dark blood (1 action or bonus action.) Loose Drenched in blood, Burning eyes and Heavy plates -traits. Threshhold for Cursed armor gets reduced by 2. Regain 2 charges of Hellflame. -2 on hit (all weapons) and +2 slashing damage (greatsword, greataxe) or +2 bludgeoning damage (two-handed warhammer). Deal 1d6+2 fire damage in a 20 ft. sphere around the knight.

Description

Cursed knights are either normal knights which got cursed or warriors who searched and found ainchend forbidden powers. Some belive that they originate from an ainchent order who got forsaken by their emperor and cast out, now seeking vengeance and twisted justice. They roam the uninhabitable lands, clad in cursed metal and wielding dark, evil powers. 

Previous Versions

Name Date Modified Views Adds Version Actions
6/30/2025 8:36:10 PM
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6/30/2025 8:46:25 PM
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Monster Tags: humanoidleader

Habitat: ArcticDesertMountainSwampUnderdark

LordNarsus

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