The Ebony Knight (5e Creature)

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The Ebony Knight[edit]

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Large fiend, neutral evil


Armor Class 22 (+3 plate, ring of protection)
Hit Points 250 (20d10 + 140)
Speed 30 ft.


STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 24 (+7) 16 (+3) 16 (+3) 16 (+3)

Saving Throws Dex +8, Con +12, Wis +8, Cha +8
Skills Perception +8
Damage Resistances lightning; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities fire, necrotic, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Abyssal, Common, Infernal
Challenge 16 (15,000 XP)


Fire Aura. At the start of each of the Knight's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the Knight or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Magic Resistance. The Knight has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Knight's weapon attacks are magical.

Trampling Charge. If the Knight is mounted and moves at least 20 feet straight toward a creature and then hits it with a Bane Lance attack on the same turn, that target takes an extra 11 (2d10) piercing damage and must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the knight errant's mount can use its reaction to make one melee weapon attack against it.

ACTIONS

Multiattack. The Knight makes two melee attacks with its Ebony Greatsword or one attack with its Bane Lance.

Ebony Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage and plus 13 (3d8) necrotic damage. The Knight then regains hit points equal to the necrotic damage dealt. If the Knight scores a critical hit, it rolls damage dice three times, instead of twice.

Bane Lance. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 33 (4d12 + 7) piercing damage.

Burning Teleport (Recharge 4-6). The Knight's aura explodes in a burst of flame. Each creature within 10 feet of the Knight must succeed on a DC 16 Dexterity saving throw or take 22 (5d8) fire damage. The Knight then magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Summon Armored Nightmare (3/Day). The Knight summons a nightmare with AC 18 (from plate barding).

REACTIONS

Parry. The Knight adds 5 to its AC against one melee attack that would hit it. To do so, the Knight must see the attacker and be wielding a melee weapon. The Knight then makes one Ebony Greatsword attack against the attacker.

The Ebony Knight is said to be a powerful great warrior from unknown origins who towers over regular men at eight feet in height, he wields a mighty ebony greatsword or sometimes a halberd and roams the land slaughtering enemies for pay. When he is calm his armor is a dark ebony in color but when he flies into a rage his armor begins to glow a dark red like molten iron or smoldering coals. Many have pondered that the Ebony Knight is fiendish in origin due to his ability to catch on fire and explode in flame during battle. When slain, his armor simply collapses on the field of battle and whatever was inside simply becomes smoldering ash and smoke.

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