Remove these ads. Join the Worldbuilders Guild

Elden Ring

Crucible Knight

Medium humanoid, any
Armor Class: 19 (demon armor), 21 (+shield)
Hit Points: 78 ( 8d10+34 )
Speed: 30 ft

STR

20 +5

DEX

12 +1

CON

16 +3

INT

12 +1

WIS

14 +2

CHA

15 +2

Saving Throws: Wis +6, Cha +6
Damage Resistances: Resistance to damage from Ranged Weapon Attacks with shield.
Condition Immunities: charmed, exhaustion, frightened
Senses: blindsight 15 ft., darkvision 60 ft.

Magical Resistance The Knight has Advantage on Saving Throws against spells and other magical effects.
Radiant Rebuke At half max HP, the Knight gains a Legendary Action.
Demon Armor A cursed magic ore plate, the wielder has Disadvantage on Attack Rolls made against demons and on Saving Throws against their spells and special abilities.
Shield of Missile Attraction A cursed shield, whenever a ranged weapon attack is made against a target within 10 ft. of you, the Knight becomes the new target.
Aura of Protection When subjected to a Saving Throw, all allies and the knight himself can add +2 (Cha Mod) to their Saving Throw.
Relentless Foe The Knight can choose to do Reckless Attacks. Futhermore, if it hits an Opportunity Attack it can move half its movement speed without provoking Opportunity Attacks.

Actions

Multiattack The Knight can make three attacks listed below.
Stunning Stamp Creatures within a 10 ft. cone must succeed a Dexterity Saving Throw (DC = 15), or be Knocked Prone and take 1d6 bludgeoning damage.
Magic Ore Longsword Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d8+6 slashing damage when attacked with one hand or 1d10+6 when wielded with two.

Reactions

Riposte Shield Bash If the Knight successfully blocks a melee attack, he can use his Reaction to make a Goring Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d10+4 bludgeoning + 1d4 piercing damage. The creature must succeed a Strength Saving Throw (DC = 14) or be knocked Prone.

Legendary Actions

Upon reaching half HP, the Knight gets one Legendary Action per turn, which can be used for the following:   Radiant Skysweep (Recharge 5-6): The knight flies in a 20x5 ft. line. Each creature in that line must succeed a DC 16 Dexterity Saving Throw or take 4d8+6 piercing damage. Radiant Tail: All creatures within 15 ft. of the Knight must succeed a Dexterity Saving Throw DC 14, or take 3d6+4 slashing damage. If the Knight was hit by three or more attacks prior to this action, the range extends by 30 ft.


Created by

OmeWillem.

Statblock Type

Monster

Link/Embed