Armor Class 23 Plate Armor
Hit Points 902 (43d20 + 451)
Speed 75 ft., fly 15 ft. Hover, cannot move vertically.
STR
30 (+10)
DEX
30 (+10)
CON
23 (+6)
INT
25 (+7)
WIS
23 (+6)
CHA
18 (+4)
Saving Throws STR +19, DEX +19, INT +16
Skills Acrobatics +19, Arcana +16, Athletics +19, History +16, Persuasion +13
Damage Resistances All
Condition Immunities Charmed
Senses Darkvision 1,000 ft, Passive Perception 16
Languages Common Understands, won't speak.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

๐“ข๐“ฎ๐“ถ๐“ซ๐“ต๐“ช๐“ท๐“ฌ๐“ฎ โœง

๐“˜๐“ท๐“ฌ๐“ธ๐“ถ๐“น๐“ป๐“ฎ๐“ฑ๐“ฎ๐“ท๐“ผ๐“ฒ๐“ซ๐“ต๐“ฎ. Creatures cannot succeed on Insight or Perception checks against The Roaring Knight.

๐“ข๐”€๐“ธ๐“ธ๐“ท. Should a creature in combat with The Roaring Knight be reduced to 0 HP, they are effectively put at -999 HP, but can still roll death saving throws.  Swooned creatures cannot heal except from an external source.

๐“ข๐“ฑ๐“ช๐“ต๐“ต๐“ธ๐”€ ๐“”๐“ท๐“ญ๐“พ๐“ป๐“ช๐“ท๐“ฌ๐“ฎ.  The Roaring Knight's resistance to all damage is broken through if damage dealt would have been at or above 75 had it not been halved.

๐“’๐“ธ๐“ท๐“ผ๐“ฝ๐“ป๐“ฒ๐“ฌ๐“ฝ๐“ฒ๐“ธ๐“ท. At the beginning of each of The Roaring Knight's turns, they cause one of the following mental, physical or external effects.  Upon choosing, or rolling a D8 to choose a random effect, the previous one is overridden, The Roaring Knight cannot choose or roll the same effect twice.

  • 1:  "You felt something hovering close behind your head..."  Attacks made on the creature nearest to The Roaring Knight are treated as though the target is being flanked.
  • 2:  "Suddenly, the winds blew fiercely."  The Roaring Knight chooses a direction for the wind to blow in, projectiles not going that direction have disadvantage against the target
  • 3:  "Your vision narrows."  Creatures in combat with The Roaring Knight have their sight reduced as though they were in dim light, despite dark vision or similar abilities.
  • 4:  "Your chest feels tight."  Creatures in combat with The Roaring Knight must succeed a competing Constitution check to take 14 (1d12 + 7) Piercing damage on a failed save, or completely avoid damage on a successful one.
  • 5:  "You felt lightheaded.  You saw golden stars..."  Creatures in combat with The Roaring Knight temporarily gain 3 levels of exhaustion until this effect is overridden.
  • 6:  "The world revolves around you."   The creature furthest away from The Roaring Knight has disadvantage on all rolls involving Intelligence and Wisdom.
  • 7:  "You feel cornered."  A target creature cannot move in 2 directions of the Knight's choosing.
  • 8:  "Your heartbeat becomes twisted."  A target creature is knocked prone.

๐“•๐“ธ๐“ป๐“ถ ๐“ธ๐“ฏ ๐““๐“ช๐“ป๐“ด๐“ท๐“ฎ๐“ผ๐“ผ โœฆ

๐“œ๐“ช๐“ต๐“ต๐“ฎ๐“ช๐“ซ๐“ต๐“ฎ ๐“ข๐“ฑ๐“ช๐“น๐“ฎ.  The Roaring Knight can shapeshift at will with no action cost.  The Knight can choose from the following forms:

1: ๐“ฅ๐“ฒ๐“ผ๐“ธ๐“ป๐“ฎ๐“ญ ๐“š๐“ท๐“ฒ๐“ฐ๐“ฑ๐“ฝ:  The Roaring Knight's creature type is humanoid, all stats are as on the block.

2: ๐“ข๐”€๐“ฒ๐“ป๐“ต๐“ฒ๐“ท๐“ฐ ๐“ข๐“น๐“ฑ๐“ฎ๐“ป๐“ฎ:  The Roaring Knight's size is reduced to small, all attack rolls made against the knight have disadvantage and checks for the Knight to evade attacks have advantage.  The Roaring Knight cannot use actions while in this form.

3: ๐“ž๐“ป๐“ท๐“ฒ๐“ฝ๐“ฑ๐“ธ๐“น๐“ฑ๐“ธ๐“ซ๐“ฒ๐“ฌ ๐“ข๐“ฑ๐“ช๐“ญ๐“ธ๐”€:  The Roaring Knight's creature type is beast, their walking speed is converted to flying speed.  While moving, if a creature is within the Knight's path, the Knight can put them in an inescapable grapple.  Grappled creatures are released when The Roaring Knight changes form.

๐“˜๐“ต๐“ต๐“พ๐“ผ๐“ธ๐“ป๐”‚ ๐“ฏ๐“ธ๐“ป๐“ถ.  If The Roaring Knight is not under the effects of a Dark Fountain, ((Term that must be homebrewed, use darkness as a more standard replacement)) They lose this form, its actions, stats and abilities and revert to their normal light world form.

๐“Ÿ๐“ป๐“ธ๐“น๐“ฑ๐“ฎ๐“ผ๐“ฒ๐“ฎ๐“ญ ๐“œ๐“ธ๐“ท๐“ผ๐“ฝ๐“ป๐“ธ๐“ผ๐“ฒ๐“ฝ๐”‚ โœฉ

๐“Ÿ๐“ช๐“ฝ๐“ฑ ๐“ธ๐“ฏ ๐““๐“ฎ๐“ผ๐“ฝ๐“ฒ๐“ท๐”‚.  The Roaring Knight cannot be veered off of its course according to the Legend of the Delta Rune, not by charm, not by persuasion and not by willingness.

๐““๐“ฒ๐“ถ๐“ถ๐“ฎ๐“ผ๐“ฝ ๐“’๐“ธ๐“ท๐“ผ๐“ฝ๐“ฎ๐“ต๐“ต๐“ช๐“ฝ๐“ฒ๐“ธ๐“ท.  The Roaring Knight deals Dark and Star damage, requiring unique resistances to counter (Check linked comment)

๐““๐“ช๐“ป๐“ด ๐“•๐“ธ๐“พ๐“ท๐“ฝ๐“ช๐“ฒ๐“ท.  By plunging any weapon that deals piercing damage into the ground, The Roaring Knight can create a Dark Fountain- a gushing, swirling geyser of darkness that seeps light so violently dormant layers of reality are unveiled.

"A WORLD BASKED IN PUREST LIGHT.  BENEATH IT GREW ETERNAL NIGHT."

Actions

โœถ ๐““๐“ช๐”ƒ๐”ƒ๐“ต๐“ฒ๐“ท๐“ฐ ๐“ข๐“ฑ๐“ธ๐”€๐“ฎ๐“ป.  From the Knight's fingertip, a 160ft cone projects and begins to fill with six-pointed stars.  Creatures caught inside the radius must make a DC 22 Dexterity check to take 72 (8d8 + 36) Star Damage, or half as much on a successful save.

โœถ ๐“‘๐“ต๐“ช๐“ญ๐“ฎ๐“ผ ๐“ธ๐“ฏ ๐“ฅ๐“ฎ๐“ต๐“ธ๐“ฌ๐“ฒ๐“ฝ๐”‚.  The Roaring Knight creates 1d10 swords.  The Knight then chooses how many out of the total to target a- or multiple creatures within sight.  Creatures targeted by a sword must make a DC 19 Dexterity check per sword to take 44 (4d10 + 22) Dark Damage, or completely avoid damage on a successful save.

โœฝ ๐“”๐“ป๐“พ๐“น๐“ฝ๐“ฒ๐“ธ๐“ท ๐“ข๐“น๐“ต๐“ฒ๐“ฝ๐“ฝ๐“ฎ๐“ป.  The Roaring Knight uses their black knife to strike the ground, wall or ceiling within 5ft of them, creating a 45ft long line and splitting the target, releasing blasts of darkness from that line for as long as they are unobstructed.  Creatures caught within the path must make a DC 21 Dexterity check to take 64 (3d20 + 32) Dark Damage, or half as much on a successful save.

โœถ ๐“•๐“ต๐“ธ๐“ธ๐“ป ๐“ข๐“ฝ๐“ป๐“ฒ๐“ด๐“ฎ.  The Roaring knight creates 1d4 + 6 swords protruding from the ground anywhere within a 200ft radius of themself for 8 turns except for a place another creature occupies.  The knight can expend their own movement speed to move a- or multiple created swords via a bonus action.

โœฝ ๐“ข๐“ต๐“ช๐“ผ๐“ฑ.  Melee Weapon Attack: +10 to hit, reach 5ft., 3 target. Hit: 92 (7d12 + 46) Dark damage.

โœถ ๐“ก๐“ฎ๐“ญ ๐“’๐“ต๐“ฎ๐“ช๐“ฟ๐“ฎ  Melee Weapon Attack: -3 to hit, reach 5ft., 1 target. Hit: 190 (9d20 + 95) Dark Damage.  Deals double damage to creatures Large size or higher.

Bonus Actions

โœฝ ๐“’๐“ธ๐“ท๐“ณ๐“พ๐“ป๐“ฎ ๐“‘๐“ต๐“ช๐“ฌ๐“ด ๐“š๐“ท๐“ฒ๐“ฏ๐“ฎ.  The Roaring Knight gains conjures their weapon, allowing them to use actions with the "โœฝ" symbol at the beginning of their name that require the Black Knife for the knight to use.

โœถ ๐“‘๐“ต๐“ช๐“ญ๐“ฎ ๐“œ๐“ธ๐“ฟ๐“ฎ๐“ถ๐“ฎ๐“ท๐“ฝ.  The Roaring Knight expends any amount of their current turn's movement to move a- or multiple swords created by the Floor Strike action.  Swords moving into a space that a creature occupies must break the creature's AC to deal 36 (5d6 + 18) Dark Damage.

Reactions

โœถ ๐“ข๐“พ๐“น๐“ฎ๐“ป๐“ท๐“ธ๐“ฟ๐“ช.  If The Roaring Knight has used Dazzling Shower as their action, creatures inside the radius must make an additional DC 20 Dexterity check to take 52 (4d12 + 26) Star Damage, or completely avoid damage on a successful save.

โœถ ๐“ค๐“ท๐“ฎ๐“ช๐“ป๐“ฝ๐“ฑ.  If The Roaring Knight has used the Blade Movement bonus action at any point, the blades remove themselves from whatever surface they were summoned into and target the nearest creature.  The target creature must have their AC broken to take 66 (6d10 + 33) Dark Damage.

โœฝ  ๐“œ๐“ธ๐“ฝ๐“ฒ๐“ธ๐“ท ๐“‘๐“ต๐“พ๐“ป.  If The Roaring Knight has used the Slash action, they can make 3 additional slashes, but at triple disadvantage.

โœฝ ๐“‘๐“ต๐“ธ๐“ฌ๐“ด.  Upon being targeted by a melee attack, The Roaring Knight can raise their sword to prevent all damage, but may have part of their own blade chipped off.  Upon blocking, both The Roaring Knight and the attacking creature must roll competing strength checks.  If The Roaring Knight loses, a part of their blade fractures and breaks off.  (Check pinned comment)

Legendary Actions

The Roaring Knight has 1 legendary action.  The Knight can only use their legendary action at the end of another creatureโ€™s turn.  Upon use, The Roaring Knight cannot replenish legendary actions until it is out of combat.

โœถ ๐“ก๐“ธ๐“ช๐“ปโœถ

If The Roaring Knight has used no other action, upon using this action, The Roaring Knight loses its next turn.  On the turn after, the 300ft radius around the Knight fills with stars and begins rushing toward's The Knight's figure.  Creatures inside the radius must make a DC 23 Dexterity check to take 118 (9d12 + 59) Star Damage, or completely avoid damage on a successful save.  

Creatures in combat get a bonus action and reaction before they must make another DC 19 Dexterity check to take 130 (10d12 + 65) Star Damage, as well as a DC 20 Constitution check to take 28 (4d6 + 14) Thunder Damage as The Knight roars violently and repulses the stars that had gravitated towards them.  Successful saves completely avoid Star Damage and halve Thunder Damage.

Description

!! Disclaimer: The Roaring Knight is NOT an original creation.  All credits go to Toby Fox and everybody else involved in the process of creating Deltarune. !!

"๐™ฝ๐š˜๐š  ๐šข๐š˜๐šž ๐šŒ๐šŠ๐š— ๐šŠ๐š•๐š• ๐š๐š’๐š—๐šŠ๐š•๐š•๐šข-!"  The host spoke, arms outstretched in the air, posture tall with a gigantic grin plastered across his cathode screen face, building up to his climactic final remarks to the 3 heroes to which he would turn over the grand prize of the show:  The Human's captured mother sleeping on a throne.

THE LORD OF SCREENS CLEAVED RED BY BLADE

It was as if the world froze for a moment, got darker and darker.  The only discernible shape being that of the host.  Red filled the void and the host was struck down.  When the world flushed back with color, his limbs severed as his face turned static and his body collapsed.  The heroes stepped back in shock, crunching the snow beneath them.  Exclamation from The Monster, a gasp from The Prince and silence from The Human.  The party rushed to the edge of the snow to meet the attacker, no longer covered by the host's large size.  "Who... WHO the hell are you!?"  The Monster spoke, pointing a vindictive finger at them.  The light was seeped from the surrounding area by The Knight the longer the group gazed.  "If... If you don't tell us who you are, then..." Their back was turned and they were silent before they turned, floating in the air their visor turned into a splotch of white on the side of their helmet, some unknown drip oozing from their helmet onto the floor from hunched posture.

THE KNIGHT WHICH MAKES WITH BLACKENED KNIFE, SHALL DUEL WITH HEROES STRIFE BY STRIFE

The Knight straightened out, outstretched their hand and emitted a cone from the hole in their palm, debris getting sucked into it and aimed at the prize.  The throne shook.  The Monster stepped in front, brandishing their weapon.  "Like hell we're letting you take her...!"  The Knight's form fizzled and changed into a ball to glide backwards.  The heroes followed, stepping off of the snow and onto a dark floor.  The Knight blurred again and morphed, still hovering it had returned to what it was previously.  The Knight curled, whining, high-pitch noises filled the air before it opened and roared.  It's ribcage moved to reveal a cavity with an eye, the very sonic waves emitting shook the world, and for just a moment, it seemed as though the fountain in the close distance gushed slower, as if even it was holding it's breath.  The Knight summoned their blade and slashed it in the air menacingly.

The Roaring Knight appeared.

Binguschilling

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