Living Shadow. While in dim light or darkness, the voidsent has resistance to damage that isn’t force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the voidsent can take the Hide action as a bonus action.
Undead Fortitude. If damage reduces the knight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the knight drops to 1 hit point instead.
Magic Resistance. The knight has advantage on saving throws against spells and other magical effects.
Phalanx. The knight has advantage on attack rolls against a creature if at least one of the knights' allies is within 5 feet of the creature and the ally isn't incapacitated. In addition, if another Void Knight is within 10ft of the knight, it receives +2 to its AC. It can only benefit from one knight at a time.
Sentinel. The knight has the Sentinel feat and gains the following benefits.
- When the knight hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from the knight even if they take the Disengage action before leaving its reach.
- When a creature within 5 feet of the knight makes an attack against a target other than the knight (and that target doesn't have this feat), the knight can use its reaction to make a melee weapon attack against the attacking creature.
Void Tear Longsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d8+ 4) slashing damage and 7 (2d6) cold damage. If the blade hits, the creature's movement is reduced by 10ft until the end of their next turn and they are grappled (DC: 16) by strands of shadow that coil around its victim. The knight can only have one creature grappled at a time.
Ray of Frost. Ranged Spell Attack: +7 to hit, range 60ft ft., one target. Hit: 10 (2d8) Cold damage.
Shadow Jaunt. In response to taking damage, the knight can use its reaction to teleport to a place it can see within 15ft and becomes partially incorporeal. Until the beginning of its next turn, all attacks against the knight are made with disadvantage.
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