Medium Humanoid, Chaotic Evil
Armor Class 18 Eldritch Infused Armor
Hit Points 90 (9d10)
Speed 40 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
14 (+2)
Damage Immunities Cold
Condition Immunities Charmed
Gear Heavy plate armor with wyvern insignia, Eldritch-infused polearm glowing with purple energy, Large black shield, Warhorse (optional)
Senses Darkvision 60 ft, Passive Perception 9
Languages Draconic
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits
  • Fighting Style (Defense): +1 to AC while wearing armor
  • Second Wind: Regain 1d10 + 11 HP once per short rest
  • Action Surge: Take an additional action once per short rest
  • Battle Master Maneuvers: Trip Attack, Riposte, Precision Attack
  • Divine Smite: Spend spell slots to deal extra radiant damage on hit
  • Aura of Protection: +2 bonus to saving throws for self and allies within 10 ft.
  • Lay on Hands: Heal up to 55 HP per long rest
Actions
  • Eldritch Polearm: +8 to hit, reach 10 ft., 1d10 + 4 piercing damage + 1d8 necrotic damage (purple eldritch energy)
  • Shield Bash: +8 to hit, melee 5 ft., 1d6 + 4 bludgeoning damage, and target must succeed on a DC 15 Strength saving throw or be knocked prone
  • Shadow Guard can attack twice 

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Reactions

Tactical Withdraw: In the event of a critical role the knight can role a 1 D20 for the amount of feet it can fall back if the guard survives the attack

Description

The Shadow guards are elite frontline warriors of the Wyvern Legion, clad in heavy plate armor scarred from countless battles. Their signature weapon, a polearm imbued with eldritch energy, pulses with a haunting purple glow, capable of piercing both armor and spirit. Shield in hand, they stand as stalwart defenders, unwavering against the darkness that surrounds them. These knights are as much a symbol of the legion’s resilience as they are its wrath, patrolling cursed woods and battlefields where few dare to tread.

Mogorimi

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