Undying Knight (3.5e Monster)
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Undying Knight | |
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Size/Type: | Medium Undead |
Hit Dice: | 16d12 (104 hp) |
Initiative: | +3 |
Speed: | 20 ft |
Armor Class: | 29 (+10 armor, +2 deflection, +3 dex, +4 shield), touch 15, flat-footed 26 |
Base Attack/Grapple: | +8/+8 |
Attack: | +2 Bastard Sword +17 melee (1d10+12, 19-20/x2) or +2 Incorporeal Touch +17 touch (1d6+4, 20/x2) |
Full Attack: | +2 Bastard Sword +17/+12 melee (1d10+12, 19-20/x2) or +2 Incorporeal Touch +17/+12 touch (1d6+4, 20/x2) |
Space/Reach: | 5 ft/5 ft |
Special Attacks: | Incorporeal Touch, Knight Stances |
Special Qualities: | Darkvision 60 ft, Disguised Armor, DR 5/adamantine, Enhanced Arms, Fast Healing 5, Incorporeal Rejuvenation, Undead Traits |
Saves: | Fort +5, Ref +5, Will +10 |
Abilities: | Str 24, Dex 16, Con -, Int 13, Wis 17, Cha 15 |
Skills: | Balance +19, Bluff +19, Intimidate +19, Listen +19, Spot +19 |
Feats: | Power Attack, Cleave, Combat Expertise, Improved Feint, Combat Reflexes, Strong Grip |
Environment: | Ruins |
Organization: | Solitary |
Challenge Rating: | 8 |
Treasure: | Standard |
Alignment: | Often Lawful Evil |
Advancement: | By character class |
Level Adjustment: |
With one last blow you defeat the knight, only to watch the hollow armor clatter on the ground. As you turn to leave, you hear the clash of metal as it stands up once again.
Often confused for animated suits of armor, the undying knight is a ghost possessed of a suit of armor. It fights as it did in life, often pursuing its long lost vague goals it had in life with diehard determination, and indiscriminately slaying anything in its way. They are formed by the spurned souls of would-be heroes and knights whose quests ended through unusual means before their task was complete. In theory, upon the completion of the task they will be freed and their soul released.
The undying knight appears as a suit of full plate, hollow inside but helmet down to obscure this fact and possessing of a particular heavy invisible mass, as if it were alive. It is completely silent other than the clash of metal, though it usually understands the languages it knew in life.
Combat[edit]
Undying knights fight with aggression, for even if they are defeated they will never die. Nothing short of destroying the armor will do. However it is said that an armor-less undying knight will simply form a ghost, waiting to possess the next suit of armor which passes by.
Disguised Armor (Ex): An immobile or incapacitated undying knight appears to be a normal masterwork suit of mithral full plate. It can make a Bluff check as its Disguise check to appear to be such.
Enhanced Arms (Su): All weapons, armor, and shields an undying knight uses are under the effects of greater magic weapon and magic vestment as long as it is in their hands. All of its gear is also ghost touch weapons and armor.
Incorporeal Rejuventation (Su): Even in death, an undying knight lives. If its hit points reach 0 it is incapacitated and falls into a pile of inanimate armor. However, it will rise again in 1d10 rounds at half its maximum hp. Sometimes it can choose to play dead, fully healing before deciding to stand up. If struck down a second or more time within 24 hours, it won't return for another 1d10 minutes. However it will always return as long as its mithril full plate remains intact (hardness 15, 40 hp).
If a creature wears the armor and the spirit of the armor returns, they are subject to a ghost's malevolence ability (DC 20 Will save). A successful save renders them immune for 24 hours, but many poor users would not even notice the source of their mental pings until it is too late.
If slain with a ghost touch weapon, the undying knight does not respawn.
Incorporeal Touch (Su): As a standard action incorporeal touch attack, the undying knight deals 1d6 points of damage plus its Charisma modifier and enhancement bonus (+4).
Knight Stances (Ex): As a swift action the undying knight can assume any one of the following stances below. They count as 4th level martial initiator stances for the purpose of interactions with feats and abilities.
Harvester Stance: The knight's attacks swing in wide arcs. With each attack, the undying knight can attack up to five consecutive squares in its threatened reach with the same attack.
Launcher Stance: The knight's attacks strike with extra force, adding half Strength modifier again to damage, and knocking the target prone on a critical threat. They may also make a single attack as a standard action to force a Fortitude save (DC 25) or fall prone. The save DC is Strength based.
Stinger Stance: The knight's attacks lunge forward with great speed. It gains an additional 5 ft reach, and a +30 ft bonus on speed during a charge. If it successfully makes a charge attack it may bull rush as part of the attack without provoking an attack of opportunity. It does not need to follow its opponent in the bull rush.
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Eiji-kunv [Expand] |
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Alignment | Often Lawful Evil + |
Author | Eiji-kun + |
Challenge Rating | 8 + |
Environment | Ruins + |
Identifier | 3.5e Monster + |
Rating | Undiscussed + |
Size | Medium + |
Title | Undying Knight + |
Type | Undead + |