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5ead/monsters/md/tome_of_beasts_2/knight-ab-errant.md
2025-06-07 07:58:30 -05:00

1.7 KiB

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.