Armor Class
22
(plate armour, 2 shields)
Hit Points
147
(14d10 + 70)
Speed
30 ft., Fly 10 ft.
STR
22
(+6)
DEX
12
(+1)
CON
20
(+5)
INT
15
(+2)
WIS
13
(+1)
CHA
13
(+1)
Saving Throws
STR +11, CON +10
Damage Resistances
Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Poison
Condition Immunities
Charmed, Exhaustion, Frightened, Petrified, Poisoned, Prone, Unconscious
Senses
Blindsight 60 ft, Passive Perception 11
Languages
Celestial
Challenge
16 (15,000 XP)
Proficiency Bonus
+5
Traits
Four Armed. The Bound Knightmare can wield 2 shields.
Innate Spellcasting. The Bound Knighmare's spellcasting ability is Charsima (spell save DC 13). The Bound Knightmare can innately cast the following spells.
3/day each disguise self, invisibility
1/day greater invisibility
Actions
Multiattack. The Bound Knightmare can make 3 attacks with its greatsword.
Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 20 (4d6 + 6) slashing damage. This is a magic weapon attack.
Description
Bound inside a suit of plate armour these four armed spirits weaver the magic of light and darkness around themselves to protect themselves and remove their foes.
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