Monstery Monday Week 57 - Knight

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Protectors: Guardian's Shield.

You may interpose for an ally within Reach: 2. When you do, you have heavy armor.

Riposte.

After you interpose, use Sword Slash! for free.

Use Shield Bash.
  • Shield Bash..

    On hit: Prone and Slowed.

  • Sword Slash.
Lvl 5 friend-powered knight
58
Protectors: Guardian's Shield.

You may interpose for an ally within Reach: 2. When you do, you have heavy armor.

I Fight For My Friends!

Your attacks deal +X damage, where X is the number of squires fighting with you.

  • Sword.+X.

    Then:

  • Shield Bash.+X
Lvl 5 charismatic knight - Summoner
M46
Protectors: Guardian's Shield.

You may interpose for an ally within Reach: 2. When you do, you have heavy armor.

Charismatic Call.

When you are bloodied, use Marching Orders twice at the beginning of your turn.

Choose two.
  • Sword and Shield. then
  • Marching Orders.

    Call in a Squire minion (1d4) with Guardian's Shield.

Knight
Lvl 8 fortress knight - Controller
M75
Fortress Knight: Mounted.

Until you are Bloodied, you are Large and have Speed 10.

Fortress Knight: Questing.

If a creature is the target of your Quest, you have Advantage on your WIL saves against them.

  • Quest of Chains.

    (1/encounter) Until the encounter, one creature you choose is Slowed unless moving towards you. You take are Slowed unless moving toward that creature.

  • Chainblade.

    (Reach 3) 3d8+6. On hit: Restrained (escape DC 14).

Inspired by Mythic Bastionland's The Chain Knight

Druid
Lvl 8 humanoid - Controller
H50
Oath of Nature.

When hit: Restrain the attacker, unless you challenged them (escape DC 14 or any fire).

Choose Twice:
  • Challenge.

    Target creature and you are taunted by each other.

  • Verdant Blade.

    2d4+10. On Crit: Blinded (magical healing ends).

Made by SanityWithIn for Monstery Monday Week 57: Knight.

Knight
Lvl 8 fortress knight - Melee
H55
Fortress Knight: Mounted.

Until you are Bloodied, you are Large and have Speed 10.

Fortress Knight: Questing.

If a creature is the target of your Quest, you have Advantage on your WIL saves against them.

  • Quest of Iron.

    (1/encounter) Until the encounter, one creature you choose takes an extra 6 damage from your attacks. You take an extra 3 damage from their attacks.

  • Greatblade.

    3d8+6. On hit: Cleave another creature within Reach. On crit: Vicious.

  • Cleave.

    6 damage.

Inspired by Mythic Bastionland's The Iron Knight.

Lvl 8 mounted knight - Melee
1291
Protectors: Guardian's Shield.

You may interpose for an ally within Reach: 2. When you do, you have heavy armor.

Mounted.

When you get crit or someone attacks your horse, your movement decreases by 6.

Choose one.
  • War Horn.

    Summon 8 Squire minions (1d4) with Guardian's Shield.

  • Lance..

    On hit after moving 8 in a straight line: Prone and attack again for 1d8.

Knight
Lvl 8 mimic - Ambusher
H354
Surprise Attack.

The mimic attacks first and uses both Sword and Lash on its first turn. Enemies roll initiative with disadvantage.

  • Sword.
  • Lash.

    Unleash tentacles to all enemies within 3 spaces around the mimic. DC 14 save or become Grappled.

  • Feast.

    Pull all Grappled creatures towards you then deal 4d12+10, ending the condition.

Weretiger Hybrid
Lvl 8 fortress knight - Striker
880
Fortress Knight: Mounted.

Until you are Bloodied, you are Large and have Speed 10.

Fortress Knight: Questing.

If a creature is the target of your Quest, you have Advantage on your WIL saves against them.

  • Quest of Tigers.

    (1/encounter) Until the encounter, one creature you choose is Taunted. You take are Taunted to that creature.

  • Boneblades.

    (2×) 2d8+5. On crit: 1 Wound.

Inspired by Mythic Bastionland's The Tiger Knight.

Knight
Lvl 8 humanoid - Melee
H50
Oath of Embers.

When hit: Smolder the attacker, unless you challenged them.

Phoenix Stance.

When bloodied: Remove Smoldering from all enemies and gain that many uses of Searing Blade.

Choose Twice:
  • Challenge.

    Target creature and you are taunted by each other.

  • Scorching Blade.

    2d4+10. On Crit: Smoldering.

  • Searing Blade (0 Uses).

    2d20+10.

Made by SanityWithIn for Monstery Monday Week 57: Knight.

remixed from Autumn Knight
Level 12 Solo Large Humanoid
H255
STR +++
Ashen Idol.

Within Fume Knight's lair and while he is in the lair, 4 Ashen Idols will heal him 10 HP each at the end of every round. (1 HP, Immune to everything, Requires 30 damage in one hit to actually break.)

Surrounded by Fear and Dead Men.

Fume Knight can augment his attacks into single target, Line 3, or Cone 6.

After each Hero's Turn, choose one:
  • Ultra Greatsword x2..

    After every hit, Fume Knight can Move 3. On Crit: Inflict Smoldering. On Smoldered, add another die.

  • Fumes (1 use)..

    AoE Range 6, DEX Save 16. On failure: Full damage and Slowed. Smoldered Targets Auto fail, and are slowed for the whole fight. On success: Half damage and not slowed.

  • Teleport.

    Teleport to an Ashen Idol in Lair.

BLOODIED:

At 127 HP, Fume Knight is bloodied. Fume Knight's range on Surrounded by Fear and Dead Men doubles.

LAST STAND:

Fume Knight is dying! 127 more damage and Fume Knight dies! Any die on Ultra Greatsword can crit.

Loot from Fume Knight:

Fume Colossal Greatsword

(Legendary)

Requires STR 4 to wield. Takes up 3 Inventory slots instead of 2.

Add +2 Armor when Defending. Can strike in Line 3 or Cone 4