Aberrant Knight (Monster)

by Highdie84

Search GM Binder Visit User Profile


Aberrant Knight

Medium humanoid (any race), any alignment


  • Armor Class 20 (plate, shield)
  • Hit Points 180(19d8 + 95)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 20 (+5) 12 (+1) 16 (+3) 18 (+4)

  • Saving Throws Dex +6, Wis +9, Cha +10
  • Skills Athletics +10, Deception +16, Insight +9, Perception +9, Persuasion +10
  • Damage Resistance radiant, psychic
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned.
  • Senses darkvision 120 ft., passive Perception 19
  • Languages Common, Deep Speech, telepathy 60 ft.
  • Challenge (XP)

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

Spellcasting The knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following warlock spells prepared:

Cantrips (at will): *blade ward, eldritch blast, mage hand *

1st level (4 slots): *arms of hadar, hellish rebuke, illusory script,armor of agathys *

2nd level (3 slots): * hold person, misty step,ray of enfeeblement*

3rd level (3 slots): counterspell, hunger of hagar, vampiric touch

4th level (3 slots): banishment, summon aberrant spirit

Actions

Multiattack. The knight makes three longsword attacks.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) psychic damage.

Hellfire Orb (1/day). The knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) psychic damage on a failed save, or half as much damage on a successful one.

Reactions

Parry. The knight adds 6 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.

Credits

This is version 1.1( October 11th, 2020 )

1
=
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.