Homebrew Roaring Knight Species Details

Large Aberration (Doombringer), Neutral Evil

Armor Class 24 (pitch-black armor)
Hit Points 413
Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 20 (+5) 22 (+6) 20 (+5) 18 (+4)

Saving Throws Dex +9, Con +11, Int +12, Wis +11
Skills Arcana +12, Insight +11, Perception +11, Stealth +9
Damage Resistances Radiant
Senses Darkvision 120 ft., Passive Perception 21
Languages understands Abyssal and Common but chooses not to speak
Challenge 20 (25,000 XP)
Proficiency Bonus +6

Pitch-Black Armor

Knight wears an extraordinarily jagged and imposing suit of armor that absorbs nearly all direct light. Colors and even the thin layer of atmosphere surrounding it appear to warp inward, leaving only a faint warm-white outline through which Knight can be perceived.

While wearing this armor, Knight has Resistance to Radiant damage.

While outside combat, Knight has Advantage on Dexterity (Stealth) checks.

Legendary Resistance (3/Day)

If Knight fails a saving throw, they can choose to succeed instead.

Transient Armory

Unless an ability specifies a longer duration, every sword manifested by Knight other than Black Shard disappears immediately after completing its attack or other intended function.

Any such sword that remains unused disappears at the end of Knight’s turn.

Above All

While conscious, Knight can hover at any height up to 15 feet above the ground or another surface capable of supporting them.

This hovering does not grant a Fly Speed and cannot be used to move Knight horizontally or vertically beyond their normal movement. If the surface beneath Knight disappears, they descend gently and take no damage from the fall.

Knight can begin or end this hovering at any time without taking an action, even outside their turn. Doing so cannot alter the resolution of an attack, effect, or hazard that is already affecting or targeting Knight.

Perfected Action Surge

Knight possesses two uses of this trait whenever initiative is rolled.

Once during their turn, Knight can expend one use to take one additional action during that turn.

If Knight activates this trait but does not take the additional action before the turn ends, the additional action and the expended use are lost.

Actions

Multiattack

Knight makes two Black Shard attacks, or they use Manifested Sword Volley.

Black Shard

Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

Hit: 12 (2d8 + 3) Slashing damage.

If the target is an Abomination, as determined by the DM, it takes an additional 3 (1d6) Necrotic damage.

Manifested Sword Volley

Knight manifests four Medium pitch-black swords and directs all four toward one creature they can see within 60 feet.

Make a separate ranged weapon attack for each sword.

Ranged Weapon Attack: +9 to hit, range 60 ft., one target.

Hit: 6 (1d6 + 3) Piercing damage.

The four swords must target the same creature. Each sword dematerializes immediately after its attack is resolved.

Crystal Barrage (2/Combat)

Knight points in one direction and projects a magenta field through a 45-foot Cone. Incredibly compact, white, star-shaped particles surge from their fingertip, multiply at a dazzling rate, and detonate throughout the area.

Each creature in the Cone must make a DC 17 Dexterity saving throw.

On a failed save, a creature takes 11 (2d10) Bludgeoning damage plus 18 (2d10 + 7) Force damage.

On a successful save, the creature takes half as much damage.

Knife Dance (3/Combat)

Knight manifests four massive pitch-black swords in unoccupied spaces they can see within 60 feet. They secretly assign each sword to one creature within that range.

Knight can assign all four swords to one creature or divide them among any number of creatures. Although the swords are visible, a creature cannot determine whether it has been targeted or how many swords have been assigned to it without supernatural assistance.

The swords remain until the end of Knight’s next turn.

Immediately after a targeted creature moves at least 5 feet using its movement, each sword assigned to that creature surges toward it and makes a separate attack.

Melee Weapon Attack: +9 to hit, reach Special, one target.

Hit: 16 (3d8 + 3) Piercing damage.

After making its attack, a sword disappears. Any sword that has not attacked by the end of Knight’s next turn also disappears.

Teleportation and forced movement do not trigger these attacks.

Rendscape (2/Combat)

Knight chooses a point on the ground they can see within 30 feet and manifests a Large replica of Black Shard above it. They then rain relentless slashes across a 15-foot-radius circle centered on that point.

Each creature occupying that area must make a DC 17 Dexterity saving throw.

On a failed save, a creature takes 20 (8d4) Slashing damage. On a successful save, it takes no damage.

If the Slashing damage dealt to a creature equals or exceeds one-quarter of the Hit Points it possessed immediately before taking the damage, it loses one limb chosen by the DM.

A creature can lose no more than one limb from each use of Rendscape. The DM determines the mechanical consequences of the lost limb based on the creature’s anatomy and the limb removed.

The affected ground is shredded beyond recognition and becomes Difficult Terrain indefinitely. The terrain remains damaged until repaired through sufficient labor, magic, or another method approved by the DM.

Sword Tunnel (2/Day)

Knight targets one creature they can see within 60 feet. An extremely narrow corridor of blades immediately manifests along the space between Knight and the target.

The blades accelerate toward the target in rapid succession, each blade dragging the next into motion until the entire corridor becomes a continuous cutting mechanism.

Knight makes the following attack against the target:

Special Weapon Attack: +9 to hit, range 60 ft., one target.

Hit: 19 (3d10 + 3) Slashing damage.

Immediately afterward, the blades rise 5 feet into the air, turn their points toward the target, and launch themselves at it.

The target must make a DC 17 Dexterity saving throw. On a failed save, it takes 9 (2d8) Piercing damage and becomes Restrained as the swords pin it to the ground or a nearby surface.

At the start of each of its turns, the Restrained creature can make a DC 17 Strength saving throw without taking an action. On a successful save, it pulls itself free, and the condition ends.

The creature can attempt this save only once during each of its turns.

Bonus Actions

Gaze to Eternity (4/Day)

Knight opens their helmet and fixes one creature they can see within 45 feet with a single vast eye socket covering most of their face.

The target must make a DC 20 Wisdom saving throw.

On a failed save, its mind becomes infected by an otherworldly entity called the Stain of Eternity.

At the start of each of the infected creature’s turns, it must repeat the saving throw.

On each failed save, the creature’s number of failures increases by one. Until the start of its next turn, it is Frightened of every creature it can perceive and is overwhelmed by an irresistible urge to crush or tear open its own head.

On its fourth failed save, and on each subsequent failed save, the creature instinctively reaches for the nearest available blunt object and begins attempting to break open its own head.

The creature must use its movement as necessary to reach a suitable object and use its action to make an improvised melee weapon attack against itself, targeting its own head.

The DM determines which object the creature uses and adjudicates any additional consequences produced by the attack.

On any successful save, the Stain of Eternity immediately leaves the creature. The creature also loses all memory of the Stain and anything it experienced as a direct consequence of the infection.

A creature already affected by the Stain of Eternity cannot be targeted by this ability again.

Sanguine Slash (3/Combat)

The edges of Black Shard and every sword Knight manifests turn a bright vermilion until the start of Knight’s next turn.

During that time, every successful attack made with one of these swords deals an additional 4 (1d8) Slashing damage.

Whenever a creature takes this additional damage, it must succeed on a DC 19 Constitution saving throw or begin bleeding for 1d4 rounds.

At the start of each of its turns while bleeding, the creature takes 2 (1d4) Slashing damage.

Additional applications of this bleeding do not stack, but they replace the remaining duration with a new roll.

Reactions

Thorns of Force (4/Combat)

When Knight is hit by an attack or when a creature enters a space within 5 feet of them, Knight can surround themselves with a semitransparent barrier formed from densely interlocking thorns of force.

When the barrier appears, Knight makes a separate attack against each other creature within 5 feet.

Special Weapon Attack: +9 to hit, reach 5 ft., one creature.

Hit: 9 (1d12 + 3) Force damage.

Each creature within 5 feet of Knight must then make a DC 17 Dexterity saving throw, whether the thorn attack hit or missed.

On a failed save, the creature is hurled 30 feet directly away from Knight, or as far as possible before striking a solid surface. It takes 16 (2d12 + 3) Bludgeoning damage and falls Prone.

On a successful save, the creature is pushed 5 feet directly away from Knight and suffers no additional effect.

The barrier lasts until the start of Knight’s next turn. While it remains, Knight is immune to Force damage and has Resistance to Bludgeoning and Slashing damage.

The barrier ends early if Knight becomes Grappled, Incapacitated, Paralyzed, Petrified, Restrained, Stunned, or Unconscious.

Knight can dismiss the barrier at any time without taking an action, even outside their turn.

The barrier does not conceal Knight’s location or prevent other creatures from targeting them.

Legendary Actions

Knight can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action option can be used at a time and only at the end of another creature’s turn.

Knight regains spent Legendary Actions at the start of their turn.

Black Shard

Knight makes one Black Shard attack.

Manifested Sword

Knight manifests one pitch-black sword and makes one attack with it against a creature within 60 feet.

Ranged Weapon Attack: +9 to hit, range 60 ft., one target.

Hit: 6 (1d6 + 3) Piercing damage.

The sword disappears after the attack.

Roaring (Costs 3 Actions; 1/Day)

Knight can use this Legendary Action only while they have fewer than 150 Hit Points.

Knight opens dozens of unstable Dark Fountains throughout a 200-foot-radius area centered on themselves. The exact number and placement of the fountains are determined by the DM.

Each fountain erupts from the terrain as a screaming well of primordial darkness. The surrounding area begins transforming into a localized Dark World shaped by the fountain’s nature.

The DM determines the resulting changes to structures, terrain, objects, light, weather, and local reality.

Dark Fountains created through Roaring cannot be sealed, destroyed, suppressed, or neutralized through physical or magical means.

When Roaring begins, each creature standing on the ground within the area must make a DC 19 Constitution saving throw. Flying creatures are unaffected.

On a failed save, a creature falls Prone.

A grounded creature that failed the save must repeat it at the start of each of its turns while Roaring continues. Once a creature succeeds, it becomes immune to the ongoing earthquake caused by this use of Roaring.

Unavoidable Target

While Roaring lasts, attacks made against Knight automatically hit. No attack roll is made, and only the attack’s damage is rolled.

An automatic hit produced by this feature is not a Critical Hit unless another rule makes it one.

When Knight would make a saving throw against an effect that deals damage, no saving throw is made. Knight is treated as having failed the saving throw and takes the damage and any additional damage determined by a failed save.

If the effect both deals damage and imposes a condition or another non-damaging consequence, Knight takes the damage but ignores the additional effect.

While Roaring lasts, Knight is immune to being Charmed, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, knocked Prone, Restrained, or Stunned.

Knight is also immune to any effect that would control their behavior, alter their thoughts, move them against their will, or otherwise prevent them from continuing Roaring.

Knight has Resistance to Bludgeoning, Piercing, Slashing, and Force damage during Roaring. These Resistances apply regardless of whether the physical damage is magical or nonmagical.

Roaring continues for three of Knight’s turns.

If Knight is reduced to 0 Hit Points before the end of their third turn, the summoning fails. Every Dark Fountain immediately collapses and leaves behind a large bed of dark crystal.

This crystal possesses no inherent monetary or magical value unless the DM determines otherwise.

If Knight remains alive at the end of their third turn, they submerge into a void rift and disappear. The Titan then emerges in an unoccupied space within the affected area.

The Titan’s current and maximum Hit Points each equal three times Knight’s current Hit Points at the moment Knight disappears.

The Dark Fountains remain for as long as the Titan is alive.

When the Titan is reduced to 0 Hit Points, every Dark Fountain collapses and leaves behind a large bed of dark crystal. This crystal possesses no inherent monetary or magical value unless the DM determines otherwise.


 

The Titan

Gargantuan Aberration (Titan), Unaligned

Armor Class 22 (natural armor)
Hit Points Special
Speed 50 ft.

STR DEX CON INT WIS CHA
30 (+10) 8 (−1) 30 (+10) 3 (−4) 18 (+4) 5 (−3)

Saving Throws Str +18, Con +18, Wis +12
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 22
Languages none
Challenge 26 (90,000 XP)
Proficiency Bonus +8

Roaring Incarnation

When the Titan is created by Roaring, its current and maximum Hit Points each equal three times the Roaring Knight’s current Hit Points immediately before Knight disappears.

The Titan cannot regain Hit Points above that calculated maximum.

Legendary Resistance (3/Day)

If the Titan fails a saving throw, it can choose to succeed instead.

Calamity Incarnate

The Titan is Gargantuan, relentless, emotionless, and entirely devoid of mercy or self-preservation. It exists solely to destroy everything in its path.

The Titan deals double damage to objects and structures.

It can move through the spaces of Huge or smaller nonmagical objects and structures as though they were Difficult Terrain, destroying enough material to create a path as it moves.

The first time during a turn that the Titan enters the space of a Huge or smaller creature, that creature must make a DC 20 Dexterity saving throw.

On a failed save, the creature takes 32 (4d10 + 10) Bludgeoning damage, falls Prone, and is moved to the nearest unoccupied space outside the Titan.

On a successful save, it takes half as much damage, does not fall Prone, and is moved to the nearest unoccupied space outside the Titan.

A creature can be affected by this trait only once during each turn.

Single-Minded Calamity

The Titan can take only one action during each of its turns.

It cannot take Bonus Actions or Reactions, and it cannot benefit from a feature or effect that would grant it an additional action.

End of the Calamity

When the Titan is reduced to 0 Hit Points, every creature spawned by it, including all remaining Void Infants, immediately dies.

Any temporary supernatural effect created exclusively by the Titan also ends unless its description states that it permanently alters the environment.

Initiative then immediately ends.

Roaring Knight reemerges on the same plane from which they entered the void, appearing in the nearest unoccupied space to the point where they originally disappeared.

The void has consumed nearly all of Knight’s remaining strength. For gameplay purposes, Knight returns with 1 Hit Point and a Speed of 5 feet.

Knight cannot take actions, Bonus Actions, or Reactions and cannot use any attack, trait, or supernatural ability. They are no longer considered hostile and are completely at the mercy of the creatures around them unless the DM determines otherwise.

The DM determines when, if ever, Knight recovers from this state.

When the Titan dies, every Dark Fountain created by Roaring collapses and leaves behind a large bed of dark crystal. This crystal possesses no inherent monetary or magical value unless the DM determines otherwise.

Actions

Soul Slam

The Titan brings one colossal hand down upon a creature, crushing both its physical body and its connection to its own soul.

Melee Weapon Attack: +18 to hit, reach 20 ft., one target.

Hit: 49 (6d12 + 10) Bludgeoning damage plus 22 (4d10) Psychic damage.

If the target is a creature, it must succeed on a DC 20 Charisma saving throw or become Stunned until the end of its next turn as its soul is momentarily displaced from its body.

Laser Beam

The Titan projects a dense beam of extraordinary heat from its hands through a 120-foot-long, 20-foot-wide Line.

Each creature in the Line must make a DC 20 Dexterity saving throw.

On a failed save, a creature takes 27 (5d10) Fire damage. On a successful save, it takes no damage.

Every exposed section of ground along the Line melts into magma.

The magma is Difficult Terrain. A creature that enters the magma for the first time on a turn or starts its turn there takes 16 (3d10) Fire damage.

A creature can take this damage only once during each turn.

The magma remains until it is cooled by magic, an appropriate environmental effect, or sufficient time, as determined by the DM. Even after cooling, the burned and partially molten ground remains Difficult Terrain until repaired.

Dark Orb (2/Combat)

The Titan fires a massive orb of antimatter toward one point it can see within 120 feet. The orb detonates upon contacting matter.

Each creature in a 30-foot-radius Sphere centered on that point must make a DC 20 Dexterity saving throw.

On a failed save, a creature takes 32 (5d12) Force damage. On a successful save, it takes no damage.

Embryo Attack (1/Combat)

The Titan tears open the flesh surrounding its neck and releases 1d100 Void Infants.

The infants appear in unoccupied spaces chosen by the DM within 30 feet of the Titan. Up to four Void Infants can occupy the same 5-foot space.

Roll 1d4 once when the infants appear. Unless destroyed earlier, every surviving Void Infant explodes at the end of the Titan’s turn after that many rounds have passed.

The Void Infants act together immediately after the Titan in initiative.

HBB Note: To keep the encounter manageable, I recommend treating the Void Infants as one large enemy group. Move and direct them collectively, divide them among nearby targets as necessary, and resolve their explosions in batches rather than rolling for every infant separately. Their total number, individual Hit Points, and chain-reaction rules remain unchanged.

Void Infant

Tiny Aberration, Unaligned

Armor Class 10
Hit Points 1
Speed 20 ft.

STR DEX CON INT WIS CHA
3 (−4) 10 (+0) 3 (−4) 1 (−5) 8 (−1) 1 (−5)

Senses Blindsight 30 ft., Passive Perception 9
Languages none

Nearest Living Creature

At the start of its turn, a Void Infant identifies the closest living creature it can sense.

It must use all its available movement to approach that creature by the shortest route it can traverse.

If two or more living creatures are equally close, the DM randomly determines which one it pursues.

Volatile Death

When a Void Infant is reduced to 0 Hit Points, it immediately explodes.

Each creature and each other Void Infant within 5 feet of it takes 2 (1d4) Necrotic damage.

A Void Infant destroyed by this damage also explodes, potentially creating a chain reaction.

Timed Explosion

At the end of the final round determined by Embryo Attack, each surviving Void Infant explodes as described in Volatile Death.

Roaring Knight Traits

A reality-warping swordmaster who overwhelms foes with manifested blades before unleashing the Roaring and summoning a world-ending Titan.

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