Knight Resplendent (5e Creature)

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Knight Resplendent[edit]

Medium humanoid (any race), any alignment


Armor Class 17 (half plate)
Hit Points 75 (10d8 + 30)
Speed 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 16 (+3) 10 (+0) 13 (+1) 18 (+4)

Saving Throws Str +6, Dex +6, Cha +7
Skills Acrobatics +6, Athletics +6, Persuasion +7, Religion +3
Proficiency Bonus +3
Condition Immunities frightened
Senses passive Perception 11
Languages any two languages
Challenge 5 (1,800 XP)


Aura of Aclarity. When a creature friendly to the knight starts their turn within 10 feet of it, their walking speed increases by 10 feet until the end of that turn.

Spellcasting. The knight is a 10th-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): bless, compelled duel, heroism, thunderous smite
2nd level (3 slots): branding smite, find steed, protection from poison
3rd level (2 slots): blinding smite, crusader's mantle

Peerless Athlete. The knight has advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and it can stand up from being prone using only 5 feet of movement. In addition, the knight's jumping distances are doubled.

ACTIONS

Multiattack. The knight makes two weapon attacks. If both attacks hit, the knight gains 9 (2d8) temporary hit points.

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.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

BONUS ACTIONS

Grand Flourish. The knight confidently readies itself, granting it advantage on the next attack roll it makes before the end of its turn.


Where most paladins swear by lofty oaths and larger-than-life ideals, knights resplendent only have two rules: be true to oneself, and never stop growing. These two simple tenets have spurred forth several questing knights seeking little more than heroic accomplishments. Though several of these knights have made their place as great heroes in the pages of victory, almost as many are remembered as terrible villains. Mostly, however, the knights resplendent are seen as haughty, self-absorbed, and overly grand.
Knights resplendent are never alone. At the very least, they ride a steed worthy of their status and have their own minstrel following them around to immortalize their deeds. A knight might also attract prospective students wanting to learn from the best, wily rogues seeking a quick path to fame, or earnest companions prepared for a life of adventure. Such an entourage is akin to a small carnival, constantly buzzing with activity.

Tactics. The knight resplendent prefers to seek out the strongest foe and deliver a dramatic challenge to them, using compelled duel if necessary. If the knight has a suitably large retinue and the foes look boring or insignificant, it instead casts crusader's mantle and leads the troops into battle. During the fight, it attempts to use spells like blinding smite to debilitate their enemy and score some hits. One-on-one duel or chaotic brawl, however, the knight can't deny its desire for a grand fight, making acrobatic leaps and flourishes as it duels any skilled opponent it can find one-on-one. Most knights resplendent either can't imagine losing a fight or believe that a heroic sacrifice is a good end, and fight to the death.

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