Apocalypse Knight Summon (5e Creature)
Apocalypse Knight Summon[edit]
As relentless as their creators. By [1] |
{{5e Creature |size=Medium |type=undead |alignment=your alignment |ac=10 + your Charisma modifier |armor=natural armor |hp=10 + 6 times your level in the apocalypse knight class |speed=30 ft. |str=16 |dex=10 |con=15 |int=8 |wis=14 |cha=8 |di=poison |ci=exhaustion, poisoned |dr=necrotic, poison |darkvision=60 |languages=understands the languages you speak |cr= |proficiency=equals your bonus |features= Undead Fortitude. If damage reduces the summon to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, the summon drops to 1 hit point instead.
Extension of Will. The summon can't attune to items and can't wear any armor other than its natural, magical one.
Bound Soul. The summon is not affected by effects like turn undead or control undead.
|actions=
Melee Strike. Melee Weapon Attack: + your Charisma modifier + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d8 + your proficiency bonus slashing damage.
Ranged Strike. Ranged Weapon Attack: + your Charisma modifier + your proficiency bonus to hit, 80/320 ft., one target. Hit: 1d6 + your proficiency bonus piercing damage.
Shield. The summon magically conjures a spectral shield, granting itself a +2 bonus to its AC. The summon can dismiss the shield as a bonus action.
|reactions= Shield Block. The summon grants an ally it can see within 5 feet of it a +2 bonus to its AC against one weapon attack that would hit the ally. To do so, the summon must see the attacker and have its shield conjured.
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