| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +13 |
| DEX | 16 | +3 | +10 |
| CON | 18 | +4 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Magic Resistance. The helmed horror has advantage on saving throws against spells and other magical effects.
Mounted Armor. On Foot form - AC increases to 22, movement decreases to 20. Spellcasting attack added.
Sanctified by Hell Fire. When the knight dies, its soul is pulled into the armour.
Resistance to toppled while in mounted form.
Vulnerable to toppled while on foot form.
Single Attack (Mounted) Cavalry Knight makes one Lance attack.
Hellfire Lance. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire damage.
Multiattack (on foot). The Cavalry Knight makes two longsword attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5ft, one target.
Hit: (1d8 + 5) slashing damage plus (3d10) fire damage on a failed Con 14.
Arcane Burst. Ranged Attack Roll: +5, range 120 ft. Hit: 14 (2d10 + 3) Force damage.
Form Switch - exchange 20 ft of movement to go from mounted form to On-Foot form and vice versa
2/Day. Hold Person (Lvl 2 version) Save Wisdom 14
Deny the Witch (3/Day). Trigger: A creature the knight can see within 60 feet of it casts a spell. Response: If the spell is level 3 or lower, the spell fails, but no resources are wasted.
Description
Lance Attack Only (Topple/Push). If you hit a creature with a Lance, you can force the creature to make a constitution saving throw DC 16. On a failed save, the creature has the Prone condition or can be moved 10 feet in the charging direction
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