Knight Primeval (5e Creature)

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Knight Primeval[edit]

Medium humanoid (any race), any good alignment


Armor Class 18 (plate)
Hit Points 112 (15d8 + 45)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 11 (+0) 15 (+2) 16 (+3)

Saving Throws Str +7, Con +7, Cha +7
Skills Athletics +7, Nature +4, Perception +6, Religion +8
Proficiency Bonus +4
Damage Resistances damage from spells
Condition Immunities frightened
Senses passive Perception 16
Languages any two languages
Challenge 10 (5,900 XP)


Aura of Warding. Friendly creatures within 10 feet of the knight have resistance to damage from spells.

Spellcasting. The knight is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The knight has the following paladin spells prepared:

1st level (4 slots): cure wounds, shield of faith*, thunderous smite
2nd level (3 slots): aid, find steed, locate object
3rd level (3 slots): blinding smite, daylight

*The knight casts this spell on itself before combat.

Divine Smite. When the knight hits a creature with a melee weapon attack, it may expend a spell slot to deal extra radiant damage to the target. The extra damage is 9 (2d8) for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. The damage increases by 1d8 if the target is an undead or a fiend.

ACTIONS

Multiattack. The knight makes two attacks with its glaive.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 4 (1d8) radiant damage.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

REACTIONS

Guardian's Vigilance. When a creature enters the knight's reach for the first time on a turn, the knight makes a glaive attack against that creature. If the attack hits, the target's speed is reduced to 0 feet until the beginning of their next turn.

The knight primeval is a defender of the weak. Their oaths, sworn under ancient canopies, bind them to defend all that is good in the world: life, light, and hope. While a knight primeval may not hold true to the questing, valorous image of a paladin, the individuals under their protection can personally attest to their courage and kindness.
While these knights tend to defend their homes, it is just as common to find them travelling to stamp out wickedness and evil. Their forgiveness is not to be mistaken for meekness; knights primeval are capable of cutting down their enemies with holy strength. They set out to travel with entourages of loyal allies or alongside a friend they've sworn to protect. Should their companions fall under attack, the knight is the first line of defense and the last to run.

Tactics. A knight primeval is a defender first and a slayer second. They hold close to allies when possible to share the benefits of their Aura of Warding, and to defend others with their Guardian's Vigilance. They save spell slots for cure wounds or aid in order to heal downed allies, though in a dire situation they don't hesitate to smite. Importantly, knights primeval are unflinching defenders; while their allies are in danger, they fight to the death.

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