Aviary Knight (5e Creature)

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Aviary Knight[edit]

Medium humanoid (avariel), lawful good


Armor Class 18 (half plate, shield)
Hit Points 58 (9d8 + 18)
Speed 30 ft., fly 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 16 (+3)

Saving Throws Str +6, Dex +4
Skills Athletics +6, Perception +4, Survival +4
Proficiency Bonus +3
Senses darkvision 60 ft., passive Perception 14
Languages Auran, Draconic, Elvish
Challenge 6 (2,300 XP)


Aerial Agility. The knight has advantage on Dexterity saving throws while flying. If knocked prone while flying, the knight only falls downward 10 feet instead.

Fey Bravery. The knight has advantage on saving throws against being charmed or frightened, and magic can't put the knight to sleep.

Flyby. The knight doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Wing Clip. When the knight deals damage to a Large or smaller flying creature with a weapon attack, the creature must succeed on a DC 16 Dexterity saving throw or be knocked prone.

ACTIONS

Multiattack. The knight makes two melee attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. The target has disadvantage on opportunity attacks until the start of the knight's next turn.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. The target's movement speed is reduced by 10 feet until the start of the knight's next turn.

Spellcasting. The knight casts one of the following spells, requiring only verbal components and using Charisma (spell save DC 14) as the spellcasting ability:

At will: gust, resistance, thaumaturgy
3/day each: absorb elements, longstrider, zephyr strike
1/day each: gust of wind, protection from poison

Wing Commander (Recharges after a Long Rest). The knight imparts protective air magic to up to six creatures that the knight can see within 60 feet of them. Each creature gains a flying speed equal to their movement speed for 1 minute. For the same duration, they can also add a bonus equal to their flying speed divided by 10 feet, rounded down, to their AC and Dexterity saving throws.

BONUS ACTIONS

Shield Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Add 1d4 to the next attack roll against the target before the start of the knight's next turn.

REACTIONS

Block. The knight adds 3 to its AC against one attack that would hit it. To do so, the knight must see the attacker and be wielding a shield.

Dedicated to the survival of their remaining avariel brethren and, to a lesser extent, other surface elves, aviary knights are the highly trained, heavily armed winged elf soldiers that will never back down from a fight once started, especially if innocent lives are on the line. Masters of airborne warfare, any battlefield these combatants soar above is usually won by their allies. They are especially adroit at dragon hunting, though they need assistance to take on anything greater than a wyrmling.

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