False Knight (5e Creature)

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====False Knight

Large monstrosity (maggot), unaligned


Armor Class 16
Hit Points 105 (14d10 + 28)
Speed 30ft


STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 14 (+2) 8 (-1) 6 (-2) 9 (-1)

Saving Throws Str +7, Con +5
Skills Athletics +7, Deception +2, Intimidation +2, Survival +1
Senses passive Perception X
Languages
Challenge 7 (2,900 XP)


Armor. the false knight has armor, the armor has 65 hp per stage, if someone destroys the armor, a maggot head comes out of the helmet for 1 round, during this round: the false knights AC is reduced to 10 and cannot attack, its speed is zero. once the round is up, the knight regains its armor hp back to 65 and will use the meteor shower attack next round, if the false knight takes a short or long rest than all regained armor stages are reset (for calculating the amount of meteors falling during attacks)

ACTIONS

Macebug. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. and also 1d4-1 meteors fall if the false knight regained at least two armor stages, (see "meteor shower" attack)

Charge. Melee weapon attack: +6 to hit, reach 10 ft., one target hit: 7 (2d6) blougeoning damage this attack also creates a shockwave that goes in a line for 100 feet at a speed of 50 once it has gone 100 feet it dissapears. the shockwave has a 10 foot diameter and if anyone touches the shockwave they must make a DC 13 dexterity saving throw or take 9 (2d8) force damage and the target is knocked prone, a target hit by the strike cannot be damaged by the shockwave also 1d4-1 meteors fall per armor stage regained, to a maximum of 2d4-2, (see "meteor shower" attack) no meteors will fall if the false knight's true health is undamaged

Meteor Shower. waits one turn, visably readying an attack than attacks all targets within 10 feet with three macebug attacks, the false knight also drops 3d6+3 meteors at points that it chooses, the meteors have a 5 foot diameter and anyone in the meteors space must make a dexterity saving throw, (the dc equals 10 + the amount of meteors in the players space) or take 1d6 bludgeoning damage per meteor in its space, objects automatically fail the saving throw and take double the damage, it the floor below a meteor takes 25 or more damage, it cracks and becomes difficult terrain in a 5 foot radius.

REACTIONS

Jump. moves 30 feet without provoking opportunity attacks and if the false knight makes a macebug attack on its next turn, the attack deals and extra 2d6 bludgeoning damage and 1d4-1 additional meteors fall if the false knight has regained at least 1 armor stage

a giant suit of armor with a macebug, under all that armor is a little maggot

a maggot that has taken the armor of a great knight in ordor to save itself and its siblings , it attacks anything in sight with its mace and throws down meteors on enemies, when its armor is broken, it is completely helpless until it regains its armor.

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