Daemonette Knight
Daemonette Knight
Medium Human, Warrior, Chaotic Evil
STR
14
( +2 )
DEX
18
( +4 )
CON
13
( +1 )
INT
13
( +1 )
WIS
12
( +1 )
CHA
17
( +3 )
Description
Daemonette Knights are powerful elite fighters of Cults of Excess. Found throughout regions where their martial skills can be tested in the extreme, they either attack indiscriminately to test their skills or hired out by their warleaders out for money. They are always at the forefront of battle making short work of slower moving targets, and when not fighting they give into the most hedonistic lusts they can dream off. They are only second in line to the Slaanesh Champions who lead them. Usually clad in baroque forms of platemail, blessed by their patron deity, made of exquisitely crafted materials & weighing less than most other forms of armour, they are usually bonded to it. So much so, their nervous system & flesh is bonded to it, allowing sensations to be felt directly through it. Similarly, many bond the same way to their weapons allowing every stroke, thrust, or parry to be felt in gleeful agony or ecstasy. Most are mutated in some way due to the altering effects generated by having contact with a deity & the Neverborn of the Warp. Sometimes they are given direct boons such as demonic weapons, or innate spellcasting. They are used to handling rapiers, longswords and / or greatswords, and the more ostentatious the better.
Ideals
Only in ecstatic swordplay do I find true release
Bonds
Only in servitude to the Dark Prince and his servants have I been shown the extremes of delight
Flaws
No crude hacking or slashing for me, only the flash of the blade
Suggested Environments
Anywhere in the world, such beings prefer to hide in plain sight.
Quicksilver Reflexes. The Knight has unnaturally swift reflexes and always has advantage on any rolls affecting Dexterity and saves involving Dexterity. Quicksilver Speed. The Knight can move their full distance and still classed as having 5 feet of movement speed when doing so. They can break of an attack as a Reaction in the enemy creature's turn, re-enter as an Action in their own turn, and them make an Attack in their own Reaction phase. Sublime Expert Swordsman. The Knight treats attacks with swords as having double their Dexterity bonus (included below), and treats enemy creature's AC as two points lower. Glamour. The Knight has a further +1 to all Charisma (and related) rolls, and to their Charisma saves. Demon Weapon. If the Knight has a demon weapon it adds 3 2d6 Force damage on top of the damage already caused from a hit.
Actions
Multiattack. The Knight makes two attacks with their sword attack. Longsword. Melee Weapon Attack +8 to hit, range 5 ft, one target. Hit 8 1d8+4 slashing damage, or Hit 9 1d10+4 slashing damage if used two-handed. Rapier. Melee Weapon Attack +8 to hit, reach 5ft, one target. Hit 7 1d6+4 piercing damage. Greatsword. Melee Weapon Damage +8 to hit, reach 5ft, one target. Hit 11 2d6+4 slashing damage.
Comments