Knight of Terranimbus | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Knight of Terranimbus CR: 3

Medium humanoid, any
Armor Class: 18
Hit Points: 60 (8d8+24) 8d8+24
Speed: 25 ft , fly: 45 ft

STR

16 +3

DEX

12 +1

CON

16 +3

INT

10 +0

WIS

11 +0

CHA

15 +2

Saving Throws: Con +5, Wis +2
Skills: Acrobatics +10, Athletics +5, Intimidation +4
Damage Immunities: Lightning, Thunder
Senses: Passive Perception 10
Languages: Common, Giant, Primordial
Challenge Rating: 3

Fanatic Loyalty: The Knight of Terranimbus has advantage on saving throws against being Charmed or Frightened.

Actions

Multiattack: The Knight of Terranimbus attacks twice with their Skysteel Greatsword
Skysteel Greatsword: Melee Weapon Attack: 1d20+5 (+5) to hit, Reach 5ft, One target. On Hit: 10 2d6+3 (2d6+3) Slashing Damage
Thunder Bolt: Ranged Weapon Attack 1d20+4 (+4) to hit, range 100/400, one target. Hit: 2d10 (2d10) thunder damage.
Levitate: One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the Duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw (DC 12) is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on Your Turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Thunder Wave: 3d8 (3d8) thunder damage to all creatures in a 15ft cube originating from the Knight of Terranimbus, these creatures are pushed 10ft away. DC 12 Strength saving throw reduces damage by half and negates the pushback.
Leadership (1/Rest): After activating this ability as an action, for 1 minute the Knight can utter a special command or warning whenever a nonhostile creature within 30ft makes an attack or saving throw. The creature can add a d4 to its roll provided it can hear and understand the Knight. A creature can benefit from only one Leadership die at a time.

Reactions

Parry: The knight adds +2 to it's armor class against one melee attack that would hit it. To do so, the Knight must see the attacker and be wielding a melee weapon.

Clad in shimmering silver armor and wielding a skysteel greatsword, the Knights of Terranimbus fly through the power of the Winds of Vindur himself. Powerfully built yet nimble, they are the elite warriors and faithful shock troops of the Sovereign of the Skies.   Knights of Terranimbus are conscripted from abducted mortals on the Mortal World. When homes are destroyed in storms, Knights of Terranimbus descend to pick through the wreckage for survivors. Those young enough to be indoctrinated are brought back to Terranimbus to undergo a life of trainingg, ensuring their efficacy in combat and their loyalty.

Created by

TormentedByGnomes.

Statblock Type

Monster

Link/Embed