Avatar Knight (5e Creature)
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Large undead, neutral evil
Armor Class 18 (plate)
Saving Throws Wis +4
Spell Attunement. The knight is capable of attuning several spells that its creator knows of the appropriate level. These spells can be used daily and are regained at the next sunrise, or when the creator decides to attune new spells, on the next morning. These spell levels are: Two spells of 2nd level, Two spells of 3rd level, One spell of 4th level.
Staff Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.
Eldritch Projection. Ranged Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) force damage.
Originally the product of a failed experiment, avatar knights are the concept of fully realized necrotic power. Much like their lesser cousins, the horror knights, are considered enhancements upon the foundation of zombification, and other undead minions. Many are imbued with the power to cast magic, much like their creators, and are more directly associated with sources of necrotic magic. The process that turns them into such creations is not known to many and there are far less than that of them in existence. Due to their increased capacity for thought, many are used as emissaries, and are quite capable of leading small groups of undead in their own right. However, the power coursing through their forms makes them less capable of withstanding injury, so they are not seen fighting on the front lines often. The body of the knight is actually that of a humanoid skeleton, etched with arcane power, flushed with necrotic energy, and encased in a protective suit of armor. The astral form that brightly projects from this form, is a result of all of the Knight's combined magical energy. This light can be dimmed as a command, but the Knight will always have a dusky glow that smolders like lit coal.
Undead Nature. An avatar knight doesn't require air, food, drink, or sleep.
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