Monstery Monday Week 57 - Knight
Monstery Monday is a nimble design challenge with shifting themes. Check out the nimble discord to participate!

You may interpose for an ally within Reach: 2. When you do, you have heavy armor.
After you interpose, use Sword Slash! for free.
- •Shield Bash.1d6+2.
On hit: Prone and Slowed.
- •Sword Slash.1d8+9
You may interpose for an ally within Reach: 2. When you do, you have heavy armor.
Your attacks deal +X damage, where X is the number of squires fighting with you.
- •Sword.1d8+X.
Then:
- •Shield Bash.1d4+X
You may interpose for an ally within Reach: 2. When you do, you have heavy armor.
When you are bloodied, use Marching Orders twice at the beginning of your turn.
- •Sword and Shield.1d8 then 1d4
- •Marching Orders.
Call in a Squire minion (1d4) with Guardian's Shield.

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

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

Until you are Bloodied, you are Large and have Speed 10.
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.
You may interpose for an ally within Reach: 2. When you do, you have heavy armor.
When you get crit or someone attacks your horse, your movement decreases by 6.
- •War Horn.
Summon 8 Squire minions (1d4) with Guardian's Shield.
- •Lance.3d8+12.
On hit after moving 8 in a straight line: Prone and attack again for 1d8.

The mimic attacks first and uses both Sword and Lash on its first turn. Enemies roll initiative with disadvantage.
- •Sword.3d10+8
- •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.

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

When hit: Smolder the attacker, unless you challenged them.
When bloodied: Remove Smoldering from all enemies and gain that many uses of Searing Blade.
- •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.
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.)
Fume Knight can augment his attacks into single target, Line 3, or Cone 6.
- •Ultra Greatsword x2.2d12+5.
After every hit, Fume Knight can Move 3. On Crit: Inflict Smoldering. On Smoldered, add another die.
- •Fumes (1 use).3d20+6.
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.
At 127 HP, Fume Knight is bloodied. Fume Knight's range on Surrounded by Fear and Dead Men doubles.
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