Horror Knight (5e Creature)
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Horror Knight[edit]
Large undead, neutral evil Armor Class 18 (plate)
Saving Throws Str +6, Wis +1 Brute. A melee weapon deals one extra die of its damage when the horror knight hits with it (included in the attack). Turn Resistance. The horror knight has advantage on saving throws against any effect that turns undead. Undead Fortitude. If damage reduces the horror knight 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 horror knight drops to 1 hit point instead. ACTIONSMultiattack. The horror knight makes two attacks. Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage.
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Far removed from the once cold shells that normally constitute a zombie, horror knights are the creation of brilliant and mad necromancers, brought into existence through a ritual that requires rare components and intense study on the nature of necromancy itself that lies beyond the means of amateur practitioners. Creating a Horror KnightCreating a horror knight requires 3,800 gp in materials, such as half a pound of powdered ruby, enchanted silver thread, multiple leather bindings and the heart of a large beast. A suit of comparable plate armor is required to house the knight's body as well, which is factored into the price. If the horror knight ever falls in combat, then there are two options for recreating it. One requires that the creator enact a partial form of the ritual on the remains of the knight. Doing so will reduce the cost down to 1,500 gp. If that is not possible and the horror knight's body is either completely destroyed, or mangled beyond all repair. Then the creator will need to gather all the necessary parts and recast the ritual, in full, once more. |
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