Quasar Knight (5e Creature)

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Quasar Knight

Large aberration, lawful good


Armor Class 18 (plate)
Hit Points 76 (8d10 + 32)
Speed 40 ft., fly 20 ft. (hover)


STR DEX CON INT WIS CHA
19 (+4) 19 (+4) 19 (+4) 15 (+2) 18 (+4) 14 (+2)

Saving Throws Int +5, Wis +7
Skills Perception +7, Stealth +7
Damage Vulnerabilities lightning
Damage Resistances cold, fire
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
Languages Deep Speech and any three others, telepathy 60 ft.
Challenge 8 (3,900 XP)


Brute. A melee weapon deals one extra die of its damage when the quasar knight hits with it (included in the attack).

Rejuvenation. If a quasar knight is slain, it returns to life 1d10 days later on the Astral Plane, regardless of where it died. Only a wish spell may stop this trait from functioning.

ACTIONS

Multiattack. The quasar knight makes three melee attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage, or 20 (3d10 + 4) slashing damage if used in two hands.

Frost Gauntlet (Recharge 5-6). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) cold damage.

Mind Ray. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 17 (2d12 + 4) psychic damage.


Quasar knights are superior cousins of comet warriors that wear stronger armour and wield better weapons.

Aberrant Nature A quasar knight doesn't require air, food, or drink.


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