Undying. At the end of the Wickerknight's turn, it regains 5 hitpoints.
Rampant. Any creature caught in the Wickerknight's movement path (of the Wickerknight's choosing) must succeed a DC 14 Strength Saving throw. Upon failure it is knocked prone.
Multi-Attack. The Wickerknight may attack twice on its turn. Choosing between Crushing Grasp and Rusted Great-weapon.
Crushing Grasp. +11 to hit. Range, 5 feet. The Wickerknight makes an attack with its hands, dealing 1d8+5 bludgeoning damage on hit, and causing a Grapple Check to occur. If the creature fails it is Grappled by the Wickerknight.
Rusted Great-weapon. +13 to hit. Range, 10 feet. The Wickerknight makes an attack with its weapon, dealing 3d10+8 bludgeoning or slashing damage on hit.
Fuel Soul. The Wickerknight consumes the soul of a allied undead unit within 30 feet of it when it reaches 0 hitpoints, instantly killing the allied undead. Provided this occurs, the Wickerknight regains all of its hitpoints.
Description
A Wickerknight raised by the Necromancers of Cron.
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