Stalfos Knight (5e Creature)
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Stalfos Knight
Medium undead, chaotic evil Armor Class 16 (armor scraps, shield)
Saving Throws Str +5, Dex +5 Brute. A melee weapon deals one extra die of its damage when the stalfos hits with it (included in the attack). Standing Leap. The stalfos' long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Sunlight Weakness. While in sunlight, the stalfos has disadvantage on attack rolls, ability checks, and saving throws. ACTIONSMultiattack. The stalfos makes two longsword attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Leaping Strike (Recharge 5-6). The stalfos moves up to 10 feet towards a creature it can see, then uses its Multiattack on that creature. The stalfos gains advantage on the first attack roll it makes. REACTIONSLeaping Dodge. The stalfos adds 2 to its AC against one melee attack that would hit it if it can see the attacker. If this causes the attack to miss when it otherwise would have hit, the stalfos can jump move up to 10 feet directly away from the attacker as part of this reaction. |
See Stal (5e Creature). Unlike a typical stalfos, a stalfos knight wields notably more prominent physical ability and combat prowess. It is usually only derived from the skeleton of a humanoid that was a cunning warrior while it was alive. A rare few stalfos knights even manage to find better weaponry after being born into undeath, or learn to use their uncanny undead capabilities to their advantage. Undead Nature. A stalfos doesn't require air, food, drink, or sleep. |
Variant: Dual-WieldingMany stalfos choose to wield a pair of shortswords in place of a longsword and shield. This variant's AC decreases to 14. Its Multiattack and Longsword actions are replaced with the following: Multiattack. The stalfos makes three shortsword attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Variant: Heavily ArmoredThis unusually adept stalfos knight has managed to either find, forge, or receive a suit of sturdy plate. Its AC increases to 20. This variant has a Challenge Rating of 4 (1,100 XP). Variant: RegeneratingA rare few stalfos knights have greater mastery over the necrotic magic that gives them undeath. One of these stalfos can continue to thrive in undeath as long as its head remains intact. Furthermore, as long as its head remains intact, it can regenerate its body over time. This regenerating stalfos loses the Leaping Strike action and Leaping Dodge reaction, but gains the following action: Regenerate. The stalfos recovers 10 (2d8 + 1) hit points. It also gains the following reaction: Skeletal Fortitude. If damage reduces the stalfos to 0 hit points but that damage is not thunder damage or from a called shot to its head, it can use its reaction to decapitate itself and drop to 1 hit point instead. It cannot use this reaction while already decapitated. While decapitated, the stalfos' head has a base speed of 20 feet and cannot make attacks. If the stalfos successfully uses Regenerate twice, it reforms its body and weaponry, and and is no longer decapitated. This variant has a Challenge Rating of 4 (1,100 XP). If this variant is also Heavily Armored, it instead has a Challenge Rating of 5 (1,800 XP). |
See also
- Stalfos, a typical stalfos that lacks such martial prowess
- Stalmaster, a four-armed stalfos warrior capable of even more ferocious attacks
- Stalhorse, an undead steed occasionally rode by stalfos knights
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