Knight Subjugator (5e Creature)
Knight Subjugator[edit]
Medium humanoid (any race), any lawful alignment Armor Class 20 (plate, shield)
Saving Throws Str +9, Con +8, Cha +8 Aura of Conquest. The knight exudes an aura of terror in a 20-foot radius. Creatures that are frightened of the knight have their speed reduced to 0 feet while within this aura. Spellcasting. The knight is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The knight has the following spells prepared: 1st level (4 slots): command, shield of faith, wrathful smite Terrorize. The knight deals an additional 9 (2d8) psychic damage when it hits a frightened creature with an attack (included in the attack). ACTIONSMultiattack. The knight uses its Dreadful Glare and makes three attacks with its flail. Flail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, plus 9 (2d8) psychic damage to a frightened target. Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage, plus 9 (2d8) psychic damage to a frightened target. Dreadful Glare. The knight targets one creature within 30 feet of it that it can see. If the creature can see the knight, it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw succeeds or the effect ends for it, the creature is immune to the knight's Dreadful Glare for the next 24 hours. REACTIONSPunish the Insolent. When a creature frightened of the knight misses the knight with an attack, the knight deals 16 (3d8 + 3) psychic damage to the creature. In addition, that creature has disadvantage on the next saving throw it makes against being frightened, if any. |
The knight subjugator is a force that keeps the chaos of the world in check. When cults arise among the populace, the knight is the inquisitor who seeks and destroys them. When times are tough and banditry abounds, the knight arrests and punishes each lawbreaker. And when the ruling nobility grows fat and corrupt, the knight is the first to put them to the torch. Their methods, while successful enough, are often seen as unneedingly brutal and excessive. But a knight subjugator understands that law and order are nothing without the clenched grip that enforces them. Tactics. Knight subjugators enjoy crushing the wills of their opponents, so they single out and fight their enemies' strongest combatant. They fix them with a Dreadful Glare, then use spells such as wrathful smite or staggering smite. However, they are not blind to their other opponents and will try to lock down anyone who interferes with their duel through more uses of Dreadful Glare. They gladly accept an opponent's surrender but never do so themselves, trying to take an opponent to the grave with them rather than leaving a coward. |
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