Soul Knight
A suit of blackened ornamental armor houses two red orbs where eyes should be, and a cold malignance emanates from the creature like an evil cloud.
Soul Knight (CR 6)
Medium UndeadAlignment: Neutral Evil
Initiative: +6
Senses: Darkvision 60 feet; Perception +12
Aura: fear (30 feet, DC 17)
Speed: 30 feet
Space: 5 feet
Defense
Armor Class: 21, touch 11, flat-footed 19 (+9 armor, +2 Dex, +1 Dodge)Hit Points: 68 (9d8+27)
Saving Throws: Fort +6, Ref +5, Will +6
Damage Reduction: 5/bludgeoning
Immunity: undead traits
Offense
Melee: mwk greatsword +12/+7 (2d6+6/19-20)Reach: 5 feet
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | - | 10 (+0) | 10 (+0) | 17 (+3) |
CMB +10
CMD 21
Feats: Dodge, Weapon Focus (Greatsword), Improved Initiative, Combat Reflexes
Skills: Climb +10, Intimidate +15, Perception +12, Knowledge (religion) +12
Languages:
Special Qualities: animated dead
Special Abilities
Fear Aura (Su)
The soul knight projects a fear aura that functions like the fear spell within a 30 ft. radius. Affected creatures must make a DC 17 Will save to resist the effect. Use of this ability is a free action. This save is Charisma-based.Ecology
Environment: AnyOrganization: solitary
Treasure: (masterwork full plate, masterwork weapon, other treasure)
A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. The evil spirit continues to inhabit its old armor, repeating the deeds that brought about the living knight's ruin.
Soul knights seek out those that remind them of their past station (good clerics, paladins, etc.) and attack those foes first in combat.
Credit Original author Mark R. Shipley Originally appearing in The Black Monastery (© Frog God Games/ Mark R. Shipley, 2011)
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