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## Knight of the Comet Often compared to the Deva, the knights of the comet are the messengers of the more wrathful gods. When the word of the gods is not being heeded, then a knight is sent as a reminder of their true powers. The arrival of a knight is heralded in the night sky, as a meteor shower rains from the heavens with brilliant light comparable to that of the sun. This light then dims and coalesces until all that remains is a faintly glowing humanoid silhouette, clad in simple arms and armour of the finest craft. Orbiting its body is the remnants of the comet on which it arrived, which glows faintly and sheds the same dim light as the knight itself. This small comet serves not only as an eerie reminder of the knights origin, but also as a weapon, which the knight can command and fire like an arrow over great distances. While threatening in its own right, the knight is not a force for violence, wrath, or ruin, but rather a practical demonstration of a god's power. Capable of magical flight, the captivating glow of a starlit knight taking flight guarantees the restoration of some faith that might have otherwise been forsaken. Many philosopher's speculate that the reason the god's choose to pull a comet out of the sky is to remind mortals of their place, small and insignificant in the face of the wider universe.
___ ___ > ## Knight of the Comet >*Medium celestial, lawful good* > ___ > - **Armor Class** 17 (half plate) > - **Hit Points** 161 (19d8 + 76) > - **Speed** 30 ft., fly 90 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|20 (+5)|19 (+4)|18 (+4)|20 (+5)|20 (+5)| >___ > - **Saving Throws** Con +9, Wis +10, Cha +10 > - **Skills** Insight +10, Intimidation +10, Perception +10 > - **Damage Resistances** poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** charmed, exhaustion, frightened, poisoned > - **Senses** blindsight 120 ft., passive Perception 20 > - **Languages** all, telepathy 120 ft. > - **Challenge** 15 (13,000 XP) > ___ > ***Angelic Weapons.*** The knight's weapon attacks are magical. When the knight hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). > > ***Heavenly Body.*** The knight sheds dim light in a 20-foot radius, and any creature or object within the area of this light can't benefit from being invisible. > > ***Innate Spellcasting.*** The knight's spellcasting ability is Charisma (spell save DC 18). The knight can innately cast the following spells, requiring only verbal components: > > At will: *detect evil and good* > 3/day: *hypnotic pattern, Melf's minute meteors* > 1/day each: *commune, raise dead* > > ***Magic Resistance.*** The knight has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The knight makes two weapon attacks. > > ***Longsword.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands, plus 18 (4d8) radiant damage. > > ***Shooting Star.*** *Ranged Weapon Attack:* +10 to hit, range 150/600 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. > > ***Healing Touch (3/Day).*** The knight touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Created by u/1d6Adventurers for /r/MonsteraDay Artwork: "Comet Knight" by [Bachi Heavy](https://bachiheavy.artstation.com/projects/ZYoeR)