Large Undead, Lawful Evil
Armor Class 20
Hit Points 167 (1d4 + 165)
Speed 30 ft., climb 10 ft., burrow 1 ft.
STR
19 (+4)
DEX
15 (+2)
CON
22 (+6)
INT
9 (-1)
WIS
10 (+0)
CHA
13 (+1)
Saving Throws STR +8, CON +10
Skills Athletics +12, Intimidation +12
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Unconscious
Senses Darkvision 120, Passive Perception 11
Languages Common Understands, but cannot speak.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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.

Actions

Multi-Attack. The Wickerknight may attack twice on its turnChoosing 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.

Reactions

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.

Habitat: Urban

BingBongTheGiantDwarfProctologis

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