Phantom Knight (5e Creature)

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Armor Class 10
Hit Points

() () () () () ()

Senses passive Perception X

Boss Fight. At the start of combat, the creature rolls twice for initiative, taking two turns per round of combat. At the start of each round, the creature must reroll for initiative once and replace one of its turns with the new result.

Bloodied Resistance. Upon taking damage that would reduce the creature to 0 hit points or lower, the creature returns to full hit points, and the creature immediately ends all negative conditions on itself. Once this feature activates, it cannot activate again until the creature takes a long rest. This effect can occur even when taking normally lethal damage, such as from power word kill

(Optional) Tactics Change. When Bloodied Resistance activates, the creature alters its fighting style in some way.

(Optional) Brutish. The creature adds an extra die of damage to attacks it makes.

Feature Name. Feature description


(Optional) Resist The creature ends one condition on itself.

Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.



The boss can take 1 boss action, choosing from the options below. Only one boss action option can be used at a time and only at the end of another creature's turn. The boss regains its spent boss action at the start of the round.

(Optional) Attack. The creature may move 10 feet and make a single weapon attack

(Optional) Summon. The creature summons a number of appropriate creatures. This action can be performed twice, and a third time when Bloodied Resistance activates.

(Optional) Cast Spell. The creature casts a spell it knows. This action can be performed twice, and a third time when Bloodied Resistance activates.

A creature with the Boss Template applied to it.

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