Infernal Knight (5e Creature)

Infernal Knight

Medium fiend (devil), lawful evil


Armor Class 20 (plate, shield)
Hit Points 189 (18d8 + 108)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 22 (+6) 14 (+2) 15 (+2) 16 (+3)

Saving Throws Str +13, Wis +8, Cha +9
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 12
Languages Infernal, telepathy 60 ft.
Challenge 20 (25,000 XP)


Brave. The devil has advantage on saving throws against being frightened.

Confer Fire Resistance. The devil can grant resistance to fire damage to its mount.

Infernal Weapons. A melee weapon deals two extra dice of its damage and 14 (4d6) fire damage when the devil hits with it (included in the attack).

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The devil makes three attacks.

Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage, or 23 (3d10 + 7) slashing damage if used with two hands, and 14 (4d6) fire damage.

Shield Bash. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 14 (3d4 + 7) bludgeoning damage, and 14 (4d6) fire damage. If the target is a Medium or smaller creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Hurl Flame. Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 22 (4d10) fire damage.

REACTIONS

Parry. The devil adds 6 to its AC against one melee attack that would hit it. To do so, the devil must see the attacker and be wielding a melee weapon.

When mortals commit grave sins against their gods, they condemn themselves to the Lower Planes. Legend says that the first infernal knights were powerful mortal champions deceived by Asmodeus into following him on his war against the gods, and when they were found out, they were permanently transformed into devils. Since then, the ranks of infernal knights have only grown.
An infernal knight remembers with perfect clarity the sin that damned it to the Nine Hells, and though at first many relish in their new powers, an infernal knight invariably succumbs to madness and self-loathing over the torturous memory of the irreversible and heinous act that it committed. In an infernal knight's hands, even a simple weapon is twisted by the devil's corrupting influence, growing larger and more vicious, and becoming searing hot to the touch. Similarly, the devil's shield resembles a slab of murderous iron, and its armour appears horrific and malevolent.
An infernal knight is rarely encountered without a mount. Most ride nightmares, though some ride the undead remnants of the mounts they favoured in life, whilst others still ride exotic mounts like wyverns and mammoths.


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