A realm of ancient treasures and forgotten magic, where dragons once ruled with fire.
Played | 3489 times |
Cloned | 86 times |
Created | 52 days ago |
Last Updated | 6 days ago |
Visibility | Public |
Description
Once a fearless knight, The Pale Knight now wanders the realms as a shadow of his former self, bound to undeath after a betrayal in the Hollow Deeps. His purpose lost, he fights not out of fury, but because he cannot stop, seeking either redemption or to drag the living into the darkness that claimed him.
Size | Medium |
Type | Undead |
CR | 6 |
XP | 1100 |
Languages | Common (speech is broken and halting, as if every word is a struggle) |
Armor Class | 18 |
HP Range | 80 - 85 (Avg: 83) |
Damage Vulnerabilities | Radiant |
Damage Resistances | Bludgeoning, Piercing, Slashing |
Damage Immunities | Poison, Psychic, Necrotic |
Condition Immunities | Charmed, Frightened |
Cursed Greatsword
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 4) slashing damage + 7 (2d6) necrotic damage.
Grim Pursuit (Recharge 5–6)
The Pale Knight can teleport up to 30 feet and make a melee attack with advantage.
Multiattack
The Pale Knight makes two melee attacks with his cursed greatsword.
Unyielding Presence
The Pale Knight can use his action to force all creatures within 10 feet to make a DC 14 Wisdom saving throw or have disadvantage on saving throws against fear effects and be frightened until the end of the Pale Knight’s next turn.
Wraithform Strike
The Pale Knight can use his reaction to teleport up to 15 feet to an unoccupied space he can see and make a melee attack with advantage.