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 Undead
Alignment: 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

StrDexConIntWisCha
18 (+4) 14 (+2) - 10 (+0) 10 (+0) 17 (+3)
Base Attack Bonus: +6
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: Any
Organization: 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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