Knight Ab-errant
Tome of Beasts 2
(1,800 XP)
Robinloft Estimated
CR
4
Armor Class
14 (natural armor)
Hit Points
93 (11d10+33)
Speed
30 ft.
STR
19
(+4)
DEX
12
(+1)
CON
17
(+3)
INT
10
(+0)
WIS
11
(+0)
CHA
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)
Environments
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.
Fist.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
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.
Knight Ab-errant
Not yet described
Duplication and Templates
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