Knight Valiant (5e Creature)
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Gargantuan construct (human), chaotic good
Saving Throws Str +10, Con +6, Wis +5
Siege Monster. The knight deals double damage to objects and structures.
Multiattack. The knight uses its Frightful Presence. Then makes three attacks: two with it's twin meltagun and one with it's stomp. It can use it's Twin Siegebreaker cannon instead of it's Twin Meltagun.
Stomp. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 8) bludgeoning damage. If the target is a Large size or smaller creature, it is grappled (escape DC 20). Until the grapple ends, the creature is restrained. The grapple ends if the knight chooses to stomp another creature.
Twin Meltagun. Ranged Weapon Attack: +6 to hit, range 20/60, one target. Hit: 70 (14d10) fire damage.
Twin Siegebreaker Cannon. Ranged Weapon Attack: +5 to hit, range 80/320. one target. Hit: 48 (9d8 + 12) Piercing damage.
Conflagration Cannon (Recharge 5-6). The dreadnought sprays liquid flame in a 80-foot cone. All creatures within that area must make a DC 22 Dexterity saving throw, taking 120 (24d10) fire damage on a failed save, or half as much damage on a successful one. Flammable objects and structures within the area catch fire.
Thundercoil Harpoon (Recharge 5-6). The dreadnought fires it's Thundercoil Harpoon at a creature within 120 ft, that creature must make a DC 20 Dexterity saving throw, taking 120 (24d10) bludgeoning damage and 30 (6d10) lightning damage on a failed save. If the target's size is huge or larger, they have disadvantage on the saving throw.
Frightful Presence. Each creature of the knight’s choice that is within 60 feet of the knight and aware of it must make a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the knight’s Frightful Presence for 24 hours.
Imperial Knights are unreasonably large war machines among the Imperial Knight and Forge worlds. These incredibly powerful lords of war are capable of quelling entire armies with ease using their incredible amounts of armor and firepower. They may either serve the Imperium under Questor Imperialis, or the Adeptus Mechanicus under Questor Mechanicus.
The Throne Mechanicum. Imperial Knights are piloted by battle hardened Knightly Hosts. Connected to the machine with a cerebral link through the Throne Mchanicum, they may aid their allies in battle with their immense firepower. These extensively trained hosts, their knights, and the machine spirits that are said to lie within, all have a factor in the knight's combat ability.
Warriors of the Noble Houses. Assuming they are not a freeblade, all Imperial Knights and Knightly Hosts are linked in one way or another two a Noble House. These feudal houses each have their own liveries, allies, and values. The actions of a knightly host often reflect their house's values, be it protecting allies, or displaying firepower the foe will never forget.
Unsubtle War Machine. An Imperial Knight as far from a subtle weapon as one can potentially get. It is a large war mechanization with weapons in most possible positions, and Plasma cores that deafeningly power the entire machine. The vibrations of its footfalls can be felt from hundreds of yards away, and foes will either hear its approach or see it's figure long before it enters combat. But the knight cares little for it's enemies, for its adamantine-plated shell is impervious to many forms of attack. It will often stomp into the enemies’ ranks and begin laying about with its massive feet, pulverizing bodies with every footstep. If simply walking is not enough firepower, the knight bears two larger-than-life arm weapons with which to annihilate the enemies.
- Space Marines (5e Creature)
- Space Marine Dreadnought, a much more reasonably armed war machine that was the base for the knight's stats.