Knight Vigilant (5e Creature)

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Knight Vigilant[edit]

Medium humanoid (any race), any lawful alignment


Armor Class 20 (plate, shield)
Hit Points 91 (14d8 + 28)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 15 (+2) 15 (+2) 16 (+3)

Saving Throws Str +6, Wis +5, Cha +6
Skills Arcana +5, Athletics +6, Perception +8, Religion +8
Proficiency Bonus +3
Condition Immunities frightened
Senses passive Perception 18
Languages any two languages
Challenge 6 (2,300 XP)


Aura of the Sentinel. The knight and any friendly creatures within 10 feet of it can't be surprised and have advantage on initiative rolls.

Spellcasting. The knight is a 9th-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): detect magic, protection from evil and good, wrathful smite
2nd level (3 slots): branding smite, zone of truth
3rd level (2 slots): dispel magic, magic circle

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 aberration or a fiend.

ACTIONS

Multiattack. The knight makes two attacks with its battleaxe.

Battleaxe. 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: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

REACTIONS

Not Into Temptation (Recharge 5-6). When the knight or a friendly creature that can hear it fails a saving throw against being charmed or frightened, the knight adds 3 to the result, potentially turning a failure into a success.

Knights vigilant are the first line of defense against extraplanar threats. Ever watchful, they guard against fiendish temptation, fey tricks, the chaos of elementals, and any horrors that lay beyond the stars. They push these threats back with study and research, delving into lore to discover how their enemies can be defeated and kept at bay. And when diabolical cults coalesce, or when their enemies take to the material realms, the knights are ready to meet them with axe and shield.
Knights vigilant take the mantra "two heads are better than one" seriously. Whether through vast networks of spies or informants or through formal orders, a knight vigilant works alongside others to combat extraplanar threats. They commonly organize into questing squadrons. Knights in these squads encourage and train each other, forming iron wills impenetrable to the thorn of temptation.

Tactics. When facing an extraplanar enemy, knights vigilant have often prepared for the battle in advance and enter with protection from evil and good (and magic circle, if the knight is fighting defensively) cast. They prefer melee, in which they use smites to great effect, and don't hesitate to use Not Into Temptation to steel themselves or their allies. If not facing any extraplanar creatures, they focus on spellcasters (particularly summoners). Depending on the importance of the mission, a knight's propensity for retreat varies. For instance, they may fall back from an engagement with gargoyles but sacrifice themselves to slow a goristro's advance.

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