Brave. The knight has advantage on saving throws against being frightened.
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 3) slashing damage. The first melee attack of each turn this creature deals 2d6 necrotic damage.
Innate Spellcasting (Psionics). The mage’s spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
At will: Cause Fear, Hellish Rebuke
3/day: Confusion, Blindness/deafness
1/day: Blight, Death Ward
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.
Description
Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.
This Knight likely was sent on a similar quest as you to find the source of the darkness that spreads across the land, and gave their life in order to try and stop it here. The knight has long since been dead, but the curse now embodies their husk. The magic of the curse grants the Knight additional abilities.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/2/2020 2:53:28 PM
|
2
|
0
|
--
|
Coming Soon
|
Comments