Skeleton Knight Species in Otherwhere | World Anvil
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Skeleton Knight


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Skeletal Knight

Large undead, neutral evil
Armor Class 15
Hit Points 44
Speed 20ft Burrow: 5ft Swim: 10ft Climb: 15ft

STR
14 +2
DEX
11 0
CON
13 +1
INT
1 -5
WIS
9 -1
CHA
1 -5

Skills Nature +5   Weak limbs: Whenever the skeletal knight loses a limb (taking slashing or bludgeoning damage on a “weak spot”), it takes 1d6 extra damage while also losing 5 feet movement.   (encourage players to roll a perception check thus finding out that by making it lose its limbs (by limb throw or directed slashing/bludgeoning damage) will weaken it severely)   If the skeletal knight has suffered from its Weak limbs 4 times, it will be incapacitated   Indistinguishable: if located amongst other corpses, skeletons or rich vegetation, it’s indistinguishable from them.   Slow attacker: This unit will always attack last.
Damage Vulnerabilities Acid
Damage Immunities Poison, Psychic
Condition Immunities Frightened, Charmed, Deafened, Poisoned, Unconscious, Exhaustion
Senses Darkvision 50ft
Languages None
Challenge 1


Actions

Sword Slam: melee weapon attack +5 to hit reach 10 ft., one target. Hit: 1d6+5 slashing damage. On successful hit the target is proned and bleed ( 1d6 damage over 1d4 turns) is applied.   Sword Slash: melee weapon attack reach 10 ft. Hit: 1d6 slashing damage. On successful hit the inflicts bleeding ( 1d4 damage over 1d4 turns). All targets in front of the attack (30 ft) must take a DEX saving throw (DC 10). If failed, the target is knocked prone.   Limb Throw: ranged weapon attack: + 3, reach 30 ft, one target. Hit: 2d4 bludgeoning damage. On a successful hit the target is prone.   Intimidating gaze: 60 ft range. Applies frightening and disadvantage on attack rolls to the enemy that attacked the skeletal knight most recently for 1 successful attack.

Reactions

Undead Parry: Once per combat, when attacked by a melee attack and facing the attacker, the Skeletal Knight may grab the attackers weapon and blocking the attack. Furthermore, the Skeletal Knight may throw away the grabbed wielder loses it (DC 10).


 

A giant armored skeleton. Its body is covered in moss, flowers and tall grass. It allows this beast to melt in with its surroundings.

Forests, overgrown ruins. Tranquil places with rich vegetation.


DropsAmount

/*Monster Bones*/

Monster Bone
1d4

/*Demonbloom*/

Demonbloom
10%

/*Metal Lump*/

Metal Lump
15%

/*Plant Fiber*/

Plant Fiber
25%

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