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Vengeful Gaze: As a bonus action, Sir Kaelen can target one creature he can see within 30 feet. The target must succeed on a Wisdom saving throw or become frightened until the end of their next turn. This adds a psychological element to the fight.
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Armored Phantasm: Kaelen has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. This makes the fight feel epic and forces the players to get creative with their attacks.
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Ethereal Jaunt: As an action, he can become ethereal until the start of his next turn. While ethereal, he can't affect or be affected by anything in the material plane. This makes the fight more dynamic and gives him a chance to reposition or escape from a difficult situation.
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Shadowy Flail: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d4) necrotic damage.
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Terrifying Gaze: Sir Kaelen's eyes flash with a spectral light. Each creature of his choice within 30 feet of him and aware of him must succeed on a DC 11 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Animate Armor: (Recharges after a long rest or when a player has less than half health) Kaelen animates up to two suits of old, rusted armor (use a low-CR stat block like a commoner or a half-strength skeleton) from the environment to fight alongside him for up to 1 minute.
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Twisted Memories: (Bonus Action) Sir Kaelen can summon spectral fragments of his past. Roll a d4:
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Skeletal Soldier: A single spectral soldier (use a skeleton stat block) appears in an unoccupied space within 10 feet of Kaelen.
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Haunting Books: A swirling swarm of spectral books appears and attacks. Each creature in a 5-foot cube within 10 feet of Kaelen must make a DC 11 Dexterity saving throw, taking 1d4 psychic damage on a failed save, or half as much on a successful one.
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Rusted Sword: A rusty, ethereal sword manifests and attacks a target of Kaelen's choice. Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.
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Terrifying Visage: The air fills with the sounds of Kaelen's past heroic cries, twisted into a horrifying shriek. Each creature in a 10-foot radius of Kaelen must make a DC 11 Wisdom saving throw or become frightened until the end of its next turn.
Shield of Shadows: When an attack roll is made against him, Sir Kaelen can use his reaction to momentarily become incorporeal, granting him a +2 bonus to his AC against that attack. This can be used once per round.
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Description
Sir Kaelen is no longer the valiant hero the townsfolk remember. He is a horrifying mockery of his former self, a grotesque fusion of plate armor and screaming shadows. His movements are a disturbing mix of his old, disciplined fighting style and a jarring, unnatural gait. He walks with a heavy, purposeful tread, but his body seems to flicker and shift, with ethereal motes of shadow flaking off his armored shell. His eyes, once full of a knight's honor, are now two points of sickly, crimson light that glow from within his helm. The sword and flail he wields are not a knight's well-cared for weapons, but are instead crude, dark extensions of his will, created from solidified shadows.
When he fights, Sir Kaelen's actions are a twisted parody of a knight in combat. He'll begin a fight with his Shadowy Flail, a brutal, mindless attack, while his Terrifying Gaze locks on a target, trying to break their will with his corrupted presence. If the party proves a difficult foe, he'll start to employ his more disturbing powers. He might use his Twisted Memories to summon spectral versions of old foes or allies, turning the tide of battle with a horde of ghostly attackers. If he needs to reposition or escape a flurry of blows, he'll use his Ethereal Jaunt to momentarily fade from the Material Plane, giving him a moment to breathe before reappearing to strike from an unexpected angle. When the heroes think they have him on the ropes, his Shield of Shadows will activate, allowing him to effortlessly deflect a blow that should have been his end. He is a relentless, cunning, and terrifying foe—a true testament to the malevolent power that has corrupted his heroic soul.
Lair and Lair Actions
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A ghostly figure of a fallen comrade: This is a ranged or melee attack. The ghostly figure has a bonus to hit equal to Sir Kaelen's proficiency bonus (+2) and deals a small amount of damage (for example, 1d4 psychic or necrotic damage). The figure appears, makes its attack, and then vanishes. This action is designed to be a nuisance, a minor threat that keeps the party on their toes.
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A spectral wall of swords: This creates a magical obstacle. The area it occupies is difficult terrain, meaning it costs extra movement for creatures to pass through it. It might also deal a small amount of damage (like 1d4 slashing) to any creature that starts its turn in the wall or moves through it for the first time on a turn. This action can be used to control the battlefield, separate the party, or block an escape route.
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The spirit of the tower: This is a simple environmental action that can change the flow of combat. It uses the tower's own "spirit" to manipulate objects in the room. This can be used to close a door, slam a window shut, or even push a heavy object toward a player, potentially forcing them to make a Dexterity saving throw or take a small amount of damage.
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