AC
18
Initiative
+0 (10)
HP
30
(6d10)
Speed
| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 5 | -3 | -3 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | -5 | -5 |
| WIS | 3 | -4 | -4 |
| CHA | 1 | -5 | -5 |
Immunities
Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
Tremorsense 60 ft., Passive Perception 6
Languages
--
CR
3 (XP 700; PB +2)
Traits
Erratic Move. The Knight can only move by following this pattern: 10ft in one direction, then 5ft in a direction perpendicular to the first, so as to move in an "L" shape. If the Knight occupies the same space as an enemy after this movement, he must perform the "Capture" action.
Initiative color. If the Knight is a light color, it has an initiative of 20; if it is a dark color, its initiative is 0.
Actions
Capture. Melee Attack Roll: +6, reach 0 ft. Hit: 16 (2d12 + 4) Bludgeoning damage. The target is pushed 5 ft away. This action is only possible if the Knight is in the same square than the target.







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