Vex Knight (5e Creature)

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Vex Knight[edit]

Medium humanoid (rito), lawful evil


Armor Class 19 (half plate, shield)
Hit Points 91 (14d8 + 28)
Speed 35 ft.


STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 14 (+2) 12 (+1) 13 (+1) 14 (+2)

Saving Throws Dex +6, Wis +4
Skills Acrobatics +6, Perception +4
Proficiency Bonus +3
Senses passive Perception 14
Languages Blin, Zoran
Challenge 6 (2,300 XP)


Brute. A melee weapon deals one extra die of its damage when the fokka hits with it (included in the attack).

Courage. The fokka has advantage on saving throws against being charmed or frightened.

Innate Spellcasting. The fokka can innately cast power beam at will, requiring no material components. Its innate spellcasting ability is Charisma.

Keen Sight. The fokka has advantage on Wisdom (Perception) checks that rely on sight.

Standing Leap. The fokka's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

ACTIONS

Multiattack. The fokka makes three attacks or casts power beam three times.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used in two hands.

REACTIONS

Parry. The fokka adds 3 to its AC against one melee attack that would hit it. To do so, the fokka must see the attacker and be wielding a melee weapon.

TAoL_Fokka_Artwork.png
Source

Flightless rito go by many names, but in their native tongue of Zoran the term "fokka" is most often unused. Although they lack flight, fokka have lightweight bodies built for swift movement and wield abnormal strength. Fokka knights make use of these natural advantages to make formidable warriors.

Fokka are treated as outcasts, mutants, and foul creatures by most rito capable of flight. Whether it's their natural tendency or the result of this mistreatment, most fokka have a cruel and isolating disposition. They intend to fight alone, whenever possible, and distrust almost anyone.

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