Medium Humanoid, Any Lawful Alignment
Armor Class 20 Plate armor, shield
Hit Points 165 (12d12 + 22212)
Speed 35 ft.
STR
25 (+7)
DEX
20 (+5)
CON
23 (+6)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws STR +10, CON +9, CHA +5
Damage Resistances Force, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened, Grappled, Restrained
Senses Truesight, Passive Perception 17
Languages Understands all language, but seems strangely unable to speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Red Metal. The knight can cast heat metal on his own armor with no cost to his own HP.

Multiattack. The knight makes two melee attacks on its turn.

Actions

Arcane plate. The knight can take this action to resist fire and cold damage for one minute once per day.

Bronze Greatsword. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 3D6 +5 Slashing damage. 

Thrust. Melee Weapon Attack: +8 to hit, reach 15 ft., Hit: 2D6+3 piercing damage. This attack catches all creatures within a 15 foot line from the knight.

Pommel.  Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 1D10+4 Bludgeoning damage. 

 

Reactions

Parry. The knight parries one failed, non-magical melee attack made within 5 feet of the knight. He then uses one melee attack in retaliation.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A somewhat large knight in ornate, incredibly heavy plate armor covering every inch of its body, carrying a greatsword and huge shield both colored the same as the armor. It is hostile to any creature that it is not familiar with, though it will not chase a target far from where it was posted.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Armorhumanoid

sean_from_dummies_n_dragons

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