Knight Vengeant (5e Creature)

From D&D Wiki
Jump to navigation Jump to search

Knight Vengeant[edit]

Medium humanoid (any race), any alignment


Armor Class 18 (breastplate, shield)
Hit Points 78 (12d8 + 24)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 15 (+2)

Saving Throws Str +6, Con +5, Cha +5
Skills Athletics +6, Insight +4, Religion +6, Stealth +5
Proficiency Bonus +3
Condition Immunities frightened
Senses passive Perception 11
Languages any two languages
Challenge 5 (1,800 XP)


Spellcasting. The knight is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The knight has the following paladin spells prepared:

1st level (4 slots): compelled duel, shield of faith*, wrathful smite
2nd level (3 slots): branding smite, locate object

*: 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 can use its Vow of Enmity. It then makes two attacks with its longsword.

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.

Heavy crossbow. Ranged Weapon Attack: +5 to hit, reach 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Vow of Enmity. The knight chooses one creature it can see, marking it as its target. While the creature is marked in this way, the knight always knows its location and the shortest path to it. The creature remains marked until the knight uses this action to mark another creature.

REACTIONS

Relentless Pursuit. When a creature marked by the knight's Vow of Enmity moves out of the knight's reach or makes an attack that doesn't include the knight as a target, the knight may use its reaction to teleport to an unoccupied space within 5 feet of the target and make one longsword attack against it.

Clad in dark capes and lightweight armor, knights vengeant pursue their sworn enemies. Each one has sworn an oath, some in a temple and some in the flames of their home, to destroy those responsible for their suffering. They take their duty seriously and follow it to its end. A good knight vengeant will negotiate and work around obstacles where necessary, while an evil one carves through them without a moment's notice. But both give no quarter to their sworn foes.
A knight vengeant is almost never a stay-at-home defender, instead going out to exact their revenge on those who have wronged them. They may work alone, or with a small group of respected followers. In particular, they excel at finding and destroying elusive targets. Their enemies often find the paladin a mere step behind, always hacking at their heels until victory.

Tactics. Knights vengeant attack from stealth when possible, attempting to ambush or surprise their target. They prefer to mark a target with Vow of Enmity and overwhelm it with smites. If another creature gets in the way, the knight won't retarget its vow but will switch to fighting that creature, in the hopes that its target attacks another creature and gives the paladin a chance to attack. If the knight is reduced to less than one quarter of its health (19 or fewer hit points), it attempts a tactical retreat (from which it will likely return).

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures