Medium Humanoid (Any Race), Neutral Evil
Armor Class 18 (plate)
Hit Points 85 (8d10 + 20)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +6, CON +6, WIS +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 10
Languages Any Language known by The Corrupted
Challenge 8 (3,900 XP)
Proficiency Bonus +3
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 (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

 

 

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.

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
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Coming Soon

Monster Tags: abberation

Habitat: Underdark

DamonMidas

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