Knight Vengeant (5e Creature)
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Knight Vengeant[edit]
Medium humanoid (any race), any alignment Armor Class 18 (breastplate, shield)
Saving Throws Str +6, Con +5, Cha +5 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 *: 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. ACTIONSMultiattack. 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. REACTIONSRelentless 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. 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). |
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