Medium Humanoid, Lawful Evil
AC 19    Initiative +3 (13)
HP 88 (13d8 + 24)
Speed 25 ft.
Mod Save
STR 19 +4 +7
DEX 10 +0 +0
CON 18 +4 +7
Mod Save
INT 9 −1 −1
WIS 12 +1 +1
CHA 10 +0 +0
Skills Acrobatics +7, Athletics +8
Vulnerabilities Cold
Resistances Bludgeoning and Slashing from nonmagical attacks
Immunities Fire
Gear Greatsword
Senses Darkvision 60 ft.; Passive Perception 15
Languages Common, Infernal
CR 5 (XP 1,800; PB +3)
Traits

Burning Armour. Creatures hitting the knight with melee attacks take 3 (1d6) Fire damage.

Actions

Greatsword. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (2d6 + 5) Slashing damage.

Shield Charge. Strength Saving Throw: DC 15 or knocked prone and pushed 10 ft.

Description

Cinder Knights are towering warriors sealed within layers of scorched black armour, their bodies hidden so completely that many believe nothing human remains beneath the steel. Smoke seeps constantly from the narrow gaps in their plate, while glowing cracks spread across their armour like cooling magma. They move with slow, crushing certainty - advancing through fire, rubble and bloodshed without hesitation - wielding immense blades and shields capable of breaking both bone and morale alike. Their presence on the battlefield feels less like soldiers arriving and more like living siege engines unleashed upon the enemy. Every heavy footstep echoes like a hammer striking an anvil, and the heat radiating from them turns the air around them into a suffocating haze of ash and embers.

Habitat: AnyUrban

h5law

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