Dark Tide Knight | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Temple of Elemental Evil AD&D, Temple of Elemental Evil 5e, Princes of the Apocolypse

Dark Tide Knight CR: 5 (1,800 XP)

Medium humanoid (human), lawful evil
Armor Class: 14 (leather)
Hit Points: 143 (11d10 + 33) plus 45 temporary hit points.
Speed: 30 ft , swim: 15 ft

STR

17 +3

DEX

16 +3

CON

14 +2

INT

10 +0

WIS

11 +0

CHA

11 +0

Saving Throws: STR 1d20+6, CON 1d20+5
Skills: Athletics +6, Intimidation +4, Perception +5, Religion +4
Damage Resistances: cold
Languages: Common, Primordial, Aquan
Challenge Rating: 5 (1,800 XP)

  • Blessing of Olhydra. As a devote follower of Olhydra, the knight gains a swim speed of 15 feet, has resistance to cold damage and can breath water.
  • Bonded Mount. The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast’s senses and ability to breathe underwater. The bonded mount has advantage against any charm effects. The bonded mount obeys the knight’s commands. If its mount dies, the knight can train a new beast to serve as its bonded mount, a process requiring a month. Usually, this mount is a Hunter Shark, and its hit points should be added to the knight's total as temporary hit points. If reduced to 0 hit points, the mount will revert to being a normal animal and react normally depending on the situation (run, fight etc).
  • Charge. While mounted, the knight gains all the benefits of the cavaliers horsemanship class ability.
  • Sneak Attack. The knight deals an extra 7 ( 2d6 ) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the knight that isn’t incapacitated and the knight doesn’t have disadvantage on the attack roll.

Actions

  • Multiattack. The knight makes two shortsword attacks. If its mound is capable of attacking, the mount can make one attack as well (this example assumes a hunter shark is the mount). The lance can shoot a bolt of ice as a magical range attack if not used in melee.
  • Irithyll Straight Sword. Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 6 ( 1d6+3 ) piercing damage and 1d8 cold damage. The targets speed is reduced by 10 feet. This effect is cumulative and can be ended on a successful CON saving throw checked at the end of each of its turn.
  • Irithyll Lance. Melee or Ranged Weapon Attack: 1d20+6 to hit, reach 10 ft. or range 120 ft., one target. Hit: 9 ( 1d12+3 ) piercing damage and 1d12 cold damage. The targets speed is reduced by 10 feet. This effect is cumulative and can be ended on a successful CON saving throw checked at the end of each of its turn. Piercing damage of the lance is tripled ( 3d12+3 ) if used from the back of the knights mount and the mount moves at least 15 feet.
  • Bite (Hunter Shark). Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 2d8+4 piercing damage.

Reactions

Uncanny Dodge. When an attacker the knight can see hits it with an attack, the knight can halve the damage against it.

Dark Tide knights are the elite warriors of the Crushing Wave cult. By drawing upon Olhydra’s dark power, they gain the ability to ride sea-creatures that normally wouldn’t be suitable as mounts, and can even breathe underwater and share their mount’s senses. The knights prefer to fight from or in the water, since they don’t like to leave their mounts behind, but they can be fierce opponents on foot at need.   Unlike most other knights, Dark Tide knights disdain heavy armor, relying on the speed and ferocity of their attacks to carry them to victory.

Suggested Environments

Aquatic, Temple of Elemental Evil Water


Created by

solomani.

Statblock Type

Monster

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