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___ ___ > ## 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 > * Created by redditor [/u/Higdie84](https://www.reddit.com/user/Highdie84). > * Template provided by [The Homebrewery](https://homebrewery.naturalcrit.com/) > * Artwork [Blackmoors Knight](https://i.pinimg.com/originals/5c/13/a5/5c13a57cdd7b8f5a742140a78a918e95.jpg) by [umbatman](https://www.deviantart.com/umbatman) > >This is version 1.1( _October 11th, 2020_ )
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