Horror Knight

by Krux

Search GM Binder Visit User Profile

Art by Thiago Lehmann
>>


Horror Knight

Large monstrosity, lawful evil


  • Armor Class 20 (natural armor)
  • Hit Points 264 (22d10 + 132)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 22 (+6) 8 (-1) 14 (+2) 8 (-1)

  • Saving Throws Str +12, Con +10
  • Skills Athletics +12, Survival +9
  • Damage Vulnerabilities fire
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, restrained, stunned
  • Senses truesight 60ft., passive Perception 11
  • Challenge 12 (8,400 XP or 16,800 XP as a mythic encounter)__________________ Proficiency Bonus +4

Lethargy. The Horror Knight cannot take reactions.

Vermillion Fury (Mythic Trait; Recharges after a Short or Long Rest). When the Horror Knight is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, the outermost layer of flesh drips off revealing three eyes and a column of flames extends from its blade, filling out its form.
 An eye has an AC of 20 and 70 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions.
 If it is forced to make a saving throw, treat its ability scores as 15 (+2). If it finishes a short or long rest, the lost flesh grows and expands back over the eyes, any of which that were destroyed regenerating, and the flames emanating from the sword dissipate. The Horror Knight dies when all the eyes are destroyed.

Wrathful Blade. When the knight reduces a creature to 0 hit points, its blade consumes some of their soul and the knight then regains 15 hit points.

Actions

Multiattack. The Horror Knight makes one blade attack and uses its fleshwrap.

Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 8) slashing damage plus 11 (2d10) necrotic damage.

Fleshwrap. Three tendrils of flesh burst out from the Horror Knight. Each tendril targets a different creature of the knight's choice within 30 feet of it and each target must succeed on a DC 17 Strength saving throw. On a failed save, that creature becomes grappled and takes 1d10 piercing damage.

Bonus Actions

Wind. The knight pulls each creature grappled by it with its tendrils up to 15 feet towards it.

Mythic Traits

If the Horror Knight's mythic trait is active, it gains the following traits for 1 hour after using Vermillion Fury.

A Blade Reformed. The knight's blade attack now has a reach of 15 feet.

Blitz. The movement speed of the Horror Knight increases by 30 feet.

Whirl. When the knight uses its multiattack, it can make a single blade attack against each creature within its reach.

Wreathed Blade. Each of the knight's blade attacks now deals an additional 11 (2d10) fire damage.

Horror Knight

Quorran placed the cerebrum into his satchel and looked back towards Winnow.

"Let's get going."

The atavist nodded and began packing up their
things as Quorran made his way back towards
the exit of the crypt. He then stopped in his tracks
as a resounding crunch echoed through the
underground chambers.

He looked back to Winnow, her scythe now in
her hands. He shook his head, motioning back to
the shadows by the stone sarcophagus as another
crunch found its way to their ears.

"After what one of those knights did to Rorick, I don't
like our chances."

Standing at well over 10 feet tall, horror knights are immense, aggressive, and fully devoted to whatever entity has summoned them. They wield a weapon of equal size to their stature and are covered in a hellish parasite that controls their body.

Born from Defeat. Ritualistically created from the corpses of fallen heroes, these monstrosities are some of the most formidable foes an adventurer might ever face across their career. They have become a near opposite of what they were in life and still carry some recognizable memorabilia from when they were a force of good, such as their weapon or armor.

The Endless Burden. Horror knights are formed with a singular duty instilled within them. They don't rest, they don't eat, and their muscles never grow weak, and they stop at nothing until they complete whatever task has been given to them.

Knight Loot

d6 Item
    1  Eye. 1d10 eyes taken from the remaining mass of flesh that once was the knight.
2 Plate. A set of broken and torn apart platemail (Crushed Plate) taken from the knight's corpse.
3 Scrap. 10 pounds worth of scrap metal.
4 Helm. A helm forged from red steel (Vermillion Helm), curving up into a violent spike at its apex.
5
6 Blade. The living blade of the knight (Blade of the Ravage).

Unique Items

Blade of the Ravage

Weapon (greatsword), legendary (requires attunement)

Once attuned to the blade, flesh explodes from the guard, wrapping around the user's arms and several unblinking eyes open up along the blade. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and targets hit by it take an additional 1d10 necrotic damage.

Devouring Blade. When you reduce a creature to 0 hit points with this blade, you regain a number of hit points equal to your Strength modifier.

Sentience. The blade of the ravage is a sentient lawful evil item with an Intelligence of 9, a Wisdom of 14, and a Charisma of 8. It has hearing and truesight out to a range of 60 feet. It can't speak or read, but understands the languages of whoever it is attuned to.

Personality. The blade of the ravage holds what remains of the horror knight's soul. As such, the blade understands little more than pure instinct and will urge its wielder towards aggression whenever possible. In especially dire situations, sometimes those not attuned can hear the voice of the soul within as a harsh whisper coming from the blade.

Crushed Plate

Armor (+1 platemail), rare (requires attunement)

Fashioned from the broken and torn armor of the knight, this set of ruined platemail holds with it surprising strength. While you are wearing it, any critical hit against you becomes a normal hit.

Curse. The armor is cursed, a fact revealed to the wearer once the armor is adorned. Any critical hit you make against another creature becomes a normal hit.

Vermillion Helm

Armor (helmet), very rare (requires attunement)

This blood red magical helm emits a thin burgundy mist around its wearer.

While attuned to this helm, you have advantage on Intimidation checks.

Additionally, if you would die, you instead remain conscious with 1 hit point. Once you use this feature, you cannot do so again until 1d4 days have passed.


Credits

Created By: /u/KruxofParadox
Created Using: GM Binder
Artwork By: Thiago Lehmann

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.