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2025-06-07 07:58:30 -05:00
# Knight Ab-errant
*Large* *Humanoid* *any alignment*
- **Armor Class:** 14 (armor scraps)
- **Hit Points:** 93 (11d10+33)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 5 (1,800 XP)
- **Source:** Tome of Beasts 2, page 231
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 19 (+4) | 12 (+1) | 17 (+3) | 10 (+0) | 11 (+0) | 13 (+1) |
- **Saving Throws**: Str +7, Dex +4
- **Skills:** athletics +7, intimidation +4
- **Damage Vulnerabilities:** psychic
- **Senses:** passive Perception 10
- **Languages:** any one language (usually Common)
### Special Abilities
- **Bigger They Are:** Once per turn, when the knight ab-errant hits a creature that is Medium or smaller with a melee weapon, it can deal one extra die of damage.
- **Harder They Fall:** When the knight ab-errant takes damage from a critical hit, it must succeed on a Dexterity saving throw with a DC equal to the damage taken or be knocked prone.
- **Magic Resistance:** The knight ab-errant has advantage on saving throws against spells and other magical effects.
- **Reckless:** At the start of its turn, the knight ab-errant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it also have advantage until the start of its next turn.
### Actions
- **Multiattack:** The knight ab-errant makes two melee attacks: one with its sweeping maul and one with its fist.
- **Sweeping Maul:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
- **Fist:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.