The Onyx Knight
(a.k.a. Theobald Peak)
The Onyx Knight CR: 8
STR
19 +4
DEX
15 +2
CON
18 +4
INT
10 +0
WIS
12 +1
CHA
15 +2
Merge with Stone (1/Day). The Onyx Knight can cast the pass without trace spell once with this trait, requiring no material components. Constitution is his spellcasting ability for this spell.
Brave. The Onyx Knight has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when The Onyx Knight hits with it (included in the attack). Earth Walk. The Onyx Knight can move across difficult terrain made of earth or stone without expending extra movement.
Actions
Multiattack. The Onyx Knight makes two Melee Attacks. Maul +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 3D6+5 bludgeoning damage.
Reactions
Parry. The Onyx Knight adds 3 to its AC against one melee Attack that would hit it. To do so, The Onyx Knight must see the attacker and be wielding a melee weapon.
Legendary Actions
The Onyx Knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Onyx Knight regains spent legendary actions at the start of its turn. Attack (2 actions). The Onyx Knight Makes an attack with his Maul. Shove. The Onyx Knight makes a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If the target fails, they are shoved 10ft. in the direction of The Onyx Knight's choice, or they are knocked prone.
Physical Description
General Physical Condition
Apparel & Accessories
Specialized Equipment
Mental characteristics
Education
Employment
Accomplishments & Achievements
Personality Characteristics
Motivation
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