Knight Ab-errant
Large Humanoid any alignment
- Armor Class: 14 (armor scraps)
- Hit Points: 93 (11d10+33)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: Tome of Beasts 2, page 231
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 19 (+4) |
12 (+1) |
17 (+3) |
10 (+0) |
11 (+0) |
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)
Special Abilities
- 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.
- 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.
- Fist: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
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