Medium Humanoid (Any Race), Lawful Evil
Armor Class 18 steel
Hit Points 50 (8d8 + 16)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
15 (+2)
INT
15 (+2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws CON +4, WIS +4
Senses Passive Perception 15
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Brave. The knight has advantage on saving throws against being frightened.

Actions

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

lightning whip. Ranged Spell Attack: +5 to hit, reach 20ft, one target. Hit: 12 (2d8 + 3)

Hunker Down. The knight stabs his sword into the ground, creating a sphere of lightning around him. This sphere deals 1d8 lightning dmg to any creature that touches it and lasts for three full turns of combat. the sphere cannot protect against physical projectiles, however, spell attacks cannot penetrate the spheres field.

Reactions

Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. This can be used once per turn that is not it's own.

Description

Broken sky knights serve only themselves and their evil masters, swearing to kill anything and everything that lives in the sky realms.

Monster Tags: NPC

Habitat: Urban

Alekaii

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