Avatar Knight (5e Creature)

From D&D Wiki

Jump to: navigation, search

Avatar Knight[edit]

Large undead, neutral evil


Armor Class 18 (plate)
Hit Points 67 (9d10 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 14 (+2) 16 (+3) 12 (+1) 9 (-1)

Saving Throws Wis +4
Proficiency Bonus +3
Damage Vulnerabilities radiant
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages the languages of its creator
Challenge 6 (2,300 XP)


Spell Attunement. The knight is capable of attuning several spells that its creator knows of the appropriate level. These spells can be used daily and are regained at the next sunrise, or when the creator decides to attune new spells, on the next morning. These spell levels are: Two spells of 2nd level, Two spells of 3rd level, One spell of 4th level.

ACTIONS

Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

Eldritch Projection. Ranged Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) force damage.


Originally the product of a failed experiment, avatar knights are the concept of fully realized necrotic power. Much like their lesser cousins, the horror knights, are considered enhancements upon the foundation of zombification, and other undead minions. Many are imbued with the power to cast magic, much like their creators, and are more directly associated with sources of necrotic magic. The process that turns them into such creations is not known to many and there are far less than that of them in existence. Due to their increased capacity for thought, many are used as emissaries, and are quite capable of leading small groups of undead in their own right. However, the power coursing through their forms makes them less capable of withstanding injury, so they are not seen fighting on the front lines often. The body of the knight is actually that of a humanoid skeleton, etched with arcane power, flushed with necrotic energy, and encased in a protective suit of armor. The astral form that brightly projects from this form, is a result of all of the knight's combined magical energy. This light can be dimmed as a command, but the Knight will always have a dusky glow that smolders like lit coal.

Undead Nature. An avatar knight doesn't require air, food, drink, or sleep.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: