Knight Sovereign (5e Creature)

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Knight Sovereign[edit]

Medium humanoid (any race), any lawful alignment


Armor Class 20 (plate, shield)
Hit Points 120 (16d8 + 48)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 10 (+0) 13 (+1) 16 (+3)

Saving Throws Str +7, Wis +4, Cha +6
Skills Athletics +7, History +3, Perception +4, Persuasion +6
Proficiency Bonus +3
Condition Immunities charmed, frightened
Senses passive Perception 14
Languages any one language (usually Common)
Challenge 7 (2,900 XP)


Aura of the Champion. Enemies of the paladin within 10 feet of it have disadvantage on attack rolls against creatures other than it.

Spellcasting. The knight is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The knight has the following paladin spells prepared:

1st level (4 slots): command, cure wounds, shield of faith*
2nd level (3 slots): lesser restoration, protection from poison
3rd level (3 slots): aura of vitality, revivify

* The knight casts this spell on itself before combat.

Royal Armaments. The knight's weapon attacks are magical and deal an extra 4 (1d8) radiant damage on a hit (included in the attacks).

ACTIONS

Multiattack. The knight makes three attacks: one with its shield bash and two with its warhammer.

Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used with two hands, plus 4 (1d8) radiant damage.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 4 (1d8) radiant damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

REACTIONS

Interpose. When a friendly creature within 5 feet of the knight is targeted by an attack, the knight swaps places with the creature and becomes the new target of the attack.

Swearing an oath of fealty is a mere declaration of loyalty for most knights, save for the knights sovereign. When they swear their oaths, their sheer loyalty grants them divine might to defend their lord or king: unflinching devotion and protective magic. With these abilities they carry out the commands of their liege, leading combat operations or staying behind to serve as champions. The presence of a knight sovereign in a king's court has deterred many an assassin.
Loyal and unflinching soldiers, knights sovereign excel as champions and bodyguards. They are never away from their duty-bound royal for long, only leaving for the most critical of matters and returning swiftly. As some of the most prestigious individuals of a given kingdom, they have command over an assortment of soldiers, such as knights and guards.

Tactics. A knight sovereign's first objective is to ensure the safety of their kingdom's royals. Especially if ranged enemies are present, they stick close to the individual to use Interpose and block attacks. Once the royal has been extracted or is otherwise safe, they turn to combat, knocking down creatures with Shield Bash before striking the downed foe. As loyal soldiers, they tend to defer to higher authority: if their kingdom's noble orders them to fight they fight, and if ordered to surrender they lay down arms. No matter the situation, they keep a 3rd-level spell slot open for revivify in case their liege dies.

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