Shovel Knight Compendium

Shovel Knight Developed and Published by Yacht Club Games, and without them, this wouldn't be possible.

Compendium by u/Lv99Pangolin

Picture By: Hitoshi Ariga

Shovelry Ain't Dead

Long ago, the lands were untamed and roamed by legendary adventurers! Of all known heroes, none shone brighter than Shovel Knight and Shield Knight. But their travels together ended at the Tower of Fate; when a Cursed Amulet wrought a terrible magic. When Shovel Knight awoke, the Tower was sealed and Shield Knight was gone. His spirit broken, a grieving Shovel Knight went into a life of solitude. But without champions, the land was seized by a vile power: The Enchantress and her Order of No Quarter! Now, the tower is unsealed, and devestation looms. A new adventure is about to begin...


Justice in Spades

Shovel Knight is a sweeping classic action adventure game with awesome gameplay, memorable characters, and an 8-bit retro aesthetic created by Yacht Club Games. You play as the eponymous Shovel Knight, a small knight with a huge quest. Shovel Knight has come to this valley with two goals: to defeat the evil Enchantress and save his lost beloved. He wields a ShovelBlade; a multipurpose weapon whose techniques have now been lost to the ages. Always honest and helpful, Shovel Knight is a shining example of the code of Shovelry: Slash Mercilessly and Dig Tirelessly!

Picture by: Hananas-nl

It's Shoveling Time

Shovel Knight is the eponymous protagonist of the game. While his past is unknown, what is known is that he is the legendary knight that lost his beloved at the Tower of Fate before retiring to a life of peasantry and farming. Once word spread of the Order of No Quarter's control and the Tower unsealing, her leaped at the chance to save his beloved Shield Knight.


Shovel Knight

Medium humanoid (human), lawful good


  • Armor Class 18 (Plate)
  • Hit Points 187(22d8 + 88)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+3) 18 (+4) 13 (+1) 16 (+3) 15 (+2)

  • Saving Throws Int +6, Wis +8
  • Skills Athletics +9, Perception +8, Survival +8
  • Damage Resistances Nonmagical bludgeoning, piercing, and slashing
  • Condition Immunities charmed, firghtened, stunned
  • Senses passive Perception 18
  • Languages Common
  • Challenge 15 (13,000 XP)

Co-op Shovel Drop. If Shovel Knight uses Shovel Drop, he may target any ally with a shield. They may use their reaction to hold it aloft to bounce him further than he could on his own.

Sharpen Thy Shovel. Shovel Knight's attacks count as magical for the purpose of overcoming resistances.

Actions

Multiattack. Shovel Knight can make up to 4 attacks with his Shovel Blade or 3 with his Shovel Blade and 1 relic



Shovel Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) blugeoning or slashing damage. Upon a critical hit, the target is knocked prone.

Shovel Drop. If Shovel Knight jumps within 5 ft of an enemy, he may make a melee attack roll against them. On hit, he deals 13 (2d8+4) blugeoning or slashing and whatever he may have taken in Falling Damage before being launched 20ft. + the height of the creature or object into the air. If another target is within 15 ft of his previous bounce, he may make another Attack Roll against it to continue bouncing up to four times in a row.

Reactions

Magic Projectile Reflect. If Shovel Knight has one or more of his Shovel attacks remaining, he may use his reaction to reflect any projectile magic attack targetting him. Make an attack vs. the Ranged Spell Attack. If he beats it and their AC, he may reflect the spell back to it's caster.

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Picture by: Yacht Club Games

Sometimes the best Offense is a good Defence

Shield Knight and Shovel Knight were inseperable. Wielding their unconventional weapons, they worked as one, becoming legendary Knights of the realm. It was only until the Cursed Amulet had torn them apart. Now, her fate is unknown.


Shield Knight

Medium Humanoid (human), lawful good


  • Armor Class 22 (Plate, shield)
  • Hit Points 142 (19d8 + 57)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 16 (+3) 12 (+1) 13 (+1) 18 (+4)

  • Saving Throws Dex +8, Con +7, Wis +5
  • Skills Acrobatics +7, Persuasion +8
  • Damage Resistances Nonmagical bludgeoning, piercing, and slashing
  • Senses passive Perception 11
  • Languages Common
  • Challenge 10 (5,900 XP)

Full Iron Defence. Shield Knight may use her action to huker down under her two shields, granting her full cover at half her movement speed and can make no actions until coming out.

Magic Bulwark. Anyone behind her is granted half-cover by her from any ranged or spell attacks.

Actions

Multiattack. Shield Knight can make up to 4 attacks with her Shields or 3 with her shields and 1 relic

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) bludgeoning damage and the target must succeed a Strength Save (DC 15) or be knocked prone.

Toe Smash Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 7 (1d8+3) bludgeoning damage and target must make a Constitution Saving Throw (DC 15) or have their movement reduced to 0 and cannot take the Dash action until the end of their next turn.

Reactions

Total Defence. As a reaction to a ranged attack or spell, Shield Knight can grant herself half-cover or advantage on the saving throw, taking no damage upon success.


Picture by: Yacht Club Games

"For the last time, I answer to no one!"

Black Knight bows to no one! As te counterpoint to Shove Knight, Black Knight will prove his superiority against the blue-clad Hero, or is willing and ready to die trying. His defiance may be his downfall, but his love for Shield Knight rivals Shovel Knight's very own.


The Black Knight

Medium humanoid, chaotic neutral


  • Armor Class 18 (plate)
  • Hit Points 204(24d8 +96)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 16 (+3) 14 (+2) 13 (+1)

  • Saving Throws Dex +8, Wis +7
  • Skills Athletics +10, Arcana + 9, Perception +7,
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing, necrotic
  • Condition Immunities charmed, frightened, stunned
  • Senses passive Perception 17
  • Languages Common
  • Challenge 14 (11,500 XP)

Indignant Until Death. Black Knight will appear before his enemies or allies' enemies three times. After his defeat, when he is reduced to 0 hit points but not killed outright, he'll drop to 1 hit point instead before teleporting away.

Legendary Resistance (1/Day). If Black Knight fails a saving throw it can choose to succeed instead.


Actions

Multiattack. Black Knight can make up to 4 attacks with his Shovel Blade, or 2 attacks and one Shadowblast.

Shovel Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d10+5) blugeoning or slashing damage. Upon a critical hit, the target is knocked prone.

Shovel Drop. The Black Knight jumps within 5ft. of an enemy and makes a melee attack roll against them. If he hits, he deals 12 (2d6+4) blugeoning or slashing damage. Whether he hits or not, he immediatly bounces 20 ft. into the air to drop again, repeating the process 3 more times.

Shadowblast. Ranged Spell Attack: +7 to hit. range 30/70ft. Hit 16 (2d12+3) fire and 9 (1d12+3) necrotic damage. As a part of this attack, Black Knight can make a Shovel Blade attack as well.

Legendary Actions

Black Knight can take 1 legendary action, 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. Black Knight regains spent legendary actions at the start of its turn.

Shovel Blade. Black Knight makes a Shovel Blade attack.

Move. Black Knight can move up to his full movement speed without provoking attacks of oppertunity

Picture by: ObstinateMelon



The Black Knight (Round 2)

Medium humanoid, chaotic neutral


  • Armor Class 18 (plate)
  • Hit Points 229(27d8 +108)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 16 (+3) 14 (+2) 13 (+1)

  • Saving Throws Dex +9, Wis +8
  • Skills Athletics +11, Arcana + 10, Perception +8,
  • Damage Resistances Nonmagical bludgeoning, piercing, and slashing, necrotic
  • Condition Immunities charmed, frightened, stunned
  • Senses passive Perception 18
  • Languages Common
  • Challenge 17 (18,000 XP)

Indignant Until Death. Black Knight will appear before his enemies or allies' enemies three times. After his defeat, when he is reduced to 0 hit points but not killed outright, he'll drop to 1 hit point instead before teleporting away.

Legendary Resistance (2/Day). If Black Knight fails a saving throw it can choose to succeed instead.

Actions

Multiattack. Black Knight can make up to 4 attacks with his Shovel Blade, or 2 attacks and two Shadowblasts.

Shovel Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d10+5) blugeoning or slashing damage. Upon a critical hit, the target is knocked prone.

Shovel Drop. The Black Knight jumps within 5ft. of an enemy and makes a melee attack roll against them. If he hits, he deals 12 (2d6+4) blugeoning or slashing damage. Whether he hits or not, he immediatly bounces 20 ft. into the air to drop again, repeating the process 3 more times.

Shadowblast. Ranged Spell Attack: +7 to hit. range 30/70ft. Hit 16 (2d12+3) fire and 9 (1d12+3) necrotic damage. As a part of this attack, Black Knight can make a Shovel Blade attack as well.

Shadowsweep. Everyone in a 40ft. cone make a Dexterity Saving Throw (DC 17) or take 81 (12d12+3) necrotic damage. Half on success.

Legendary Actions

Black Knight can take 2 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. Black Knight regains spent legendary actions at the start of its turn.

Shovel Blade. Black Knight makes a Shovel Blade attack.

Shadowblast. (Costs 2 Actions) Black Knight uses his Shadowblast attack.

Shadowsweep. (Costs 2 Actions) Black Knight uses his Shadowsweep attack.

Move. Black Knight can move up to his full movement speed without provoking attacks of oppertunity

Picture by: Yacht Club Games



The Black Knight (Round 3)

Medium humanoid, chaotic neutral


  • Armor Class 18 (plate)
  • Hit Points 255(30d8 +120 )
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 16 (+3) 14 (+2) 13 (+1)

  • Saving Throws Dex +10, Wis +9
  • Skills Athletics +12, Arcana + 11, Perception +9,
  • Damage Resistances Nonmagical bludgeoning, piercing, and slashing, necrotic
  • Condition Immunities charmed, frightened, stunned
  • Senses passive Perception 19
  • Languages Common
  • Challenge 20 (25,000 XP)

Legendary Resistance (3/day). If Black Knight fails a saving throw it can choose to succeed instead.

The Final Battle. Black Knight will consider this the final battle between him and his foes. If he loses, he will never face them again.

Actions

Multiattack. Black Knight can make up to 4 attacks with his Shovel Blade, or 2 attacks and two Shadowblasts.

Shovel Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d10+5) blugeoning or slashing damage. Upon a critical hit, the target is knocked prone.

Shovel Drop. The Black Knight jumps within 5ft. of an enemy and makes a melee attack roll against them. If he hits, he deals 12 (2d6+4) blugeoning or slashing damage. Whether he hits or not, he immediatly bounces 20 ft. into the air to drop again, repeating the process 3 more times.

Shadowblast. Ranged Spell Attack: +7 to hit. range 30/70ft. Hit 16 (2d12+3) fire and 9 (1d12+3) necrotic damage. As a part of this attack, Black Knight can make a Shovel Blade attack as well.

Shadowblast Barrage (Recharge 5-6). Everyone within 100ft. of Black Knight must make a Dexterity Saving Throw (DC 18) or take 133 (20d12+3) fire and 68 (10d12+3) necrotic damage. Half as much on a success.

Shadowsweep. Everyone in a 40ft. cone make a Dexterity Saving Throw (DC 18) or take 128 (27d12+3) necrotic damage. Half on success.

Shadow Wings (Recharge 6). Everyone within 100ft. of Black Knight must make a Dexterity Saving Throw (DC 18) or take 63 (14d8) piercing and 91 (14d12) necrotic as wings sprout from Black Knight's back and sharp feathers are shot outward. After using this action, Black Knight has a fly speed of 90ft. (hover) for one minute.

Falling Sky. Only while Black Knight is flying can he use this action. Black Knight holds his shovel aloft and casts Meteor Swarm as written before his wings disperse in a harmless burst of feathers and he falls to the ground uninjured.

Reactions

Shadow Fade. As a reaction to any one attack, Black Knight can cast Misty Step in order to dodge it.

Legendary Actions

Black 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. Black Knight regains spent legendary actions at the start of its turn.

Shovel Blade. Black Knight makes a Shovel Blade attack.

Shadowblast. (Costs 2 Actions) Black Knight uses his Shadowblast attack.

Shadowsweep. (Costs 2 Actions) Black Knight uses his Shadowsweep attack.

Move. Black Knight can move up to his full movement speed without provoking attacks of oppertunity

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Picture by: Surely-SureSorrow

The Order of No Quarter

The members of the Order were all recruited by the Enchantress herself. Each Knight joining for their own selfish reasons, they control the Valley and must all be defeated in order to gain entrance to the Tower of Fate.

The Truest Definition of A Decadent Dandy

King Knight suffers from serious delusions of grandeur. Thinking himself a regal King, while the crown adorning his head isnt even made of gold. Despite, he still commands respect and fear from friend and foe alike. He'll still beat most in single combat, and boast his strengths with his flashy moves and prideful demeanor.



King Knight

Medium Humanoid (human), lawful evil


  • Armor Class 18 (plate)
  • Hit Points 170(20d8 + 80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 16 (+3) 9 (-1) 10 (+0) 20 (+5)

  • Skills Persuasion +10, Intimidation +10, Deception +10
  • Damage Resistances Nonmagical bludgeoning, piercing, or slashing, Psychic
  • Condition Immunities charmed, frightened
  • Senses passive Perception 17
  • Languages Common
  • Challenge 13 (10,000 XP)

Imperial Ruse. King Knight's weapon attacks are magical. When King Kight hits a creature with a weapon attack, they take an extra 2d6 psychic damage (included in the attack).

Innate Spellcasting. King Knight's innate spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spels, requiring no material components.

At will: Vicious Mockery, Charm Person

3 day/each: Command, Compulsion, Enthrall

Legendary Resistance (2/day). . If King Knight fails a saving throw it can choose to succeed instead.

Magic Weapons. King Knight's weapon attacks count as magical for the purpose of overcoming resistances and deal an additional 2d6 psychic damage (included in the attack).

Pseudo-Lordship. While his Regal Aura is active and he hasn't been found out of his imperial ruse, if he uses Command and demands the victim to harm themself, they must, without fail.

Regal Aura. King Knight, when first meeting anybody, has advantage on Persuasion (Charisma) and Intimidation (Charisma) checks to convince anyone that he is royalty. Once he fails, he has disadvantage or automatic failure.

Actions

Multiattack. King Knight can make up to 3 Royal Scepter attacks.

Royal Scepter. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) bludgeoning and 7 (2d6) psychic damage.

Royal Smash. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) bludgeoning and 7 (2d6) psychic damage. King Knight must move at least 10 ft. in any direction to gain the high-leap required for the attack.

Royal Slash. Melee Weapon Attack: King Knight moves in a straight line for 45 feet in a blur. Any creature or object caught in this line must make a Dexterity Saving Throw or recieve 18 (4d8+3) Slashing damage and 7 (2d6) psychic. This move can only be performed three times per long rest.

Royal Celebration. Once Bloodied, King Knight will attempt to retreat to any corner of the battlefield. If he does, he can spend an action to make everyone within a 50 ft. circle must make a Dexterity Saving Throw. Upon failure, everyone excluding King Knight takes 19 (3d12) Thunder Damage and 10 (3d6) slashing as deafening horns blares and razor confetti rains from the sky. Half damage upon a success.

Legendary Actions

King Knight can take 2 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. King Knight regains spent legendary actions at the start of its turn.

Scepter Attack. King Knight makes a Royal Scepter attack.

Move. King Knight can move up to his full movement speed without provoking attacks of oppertunity

Asserting Soverign. (Costs 2 Actions) King Knight uses his Multiattack.

Pictures by: Unknown

"She granted me new life... So that I may take yours!"

Specter Knight is an undead. Raised from death by the Enchantress, joining the Order of No Quarter simply because his resurrection was temporary, and she was his only hope of extending his unnatural life. This clever Knight will drive you to wit's end, before he ends you.



Specter Knight

Large undead, chaotic neutral


  • Armor Class 17 (Half-plate)
  • Hit Points 161 (19d10 + 57)
  • Speed 30ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 17 (+3) 15 (+2) 18 (+4) 12 (+1)

  • Skills Acrobatics +11, History +8, Intimidation +7
  • Damage Vunerabilities radiant
  • Damage Resistances nonmagical blugeoning, piercing, and slashing.
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned,
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Common
  • Challenge 17 (18,000 XP)

Innate Spellcaster Specter Knight's innate spellcasting ability is Wisdom (spell save DC 18). He can innately cast the following spels, requiring no material components.

At will: Blur, Chill Touch, Misty Step,

3/each: Darkness

Legendary Resistance (2/Day) If Specter Knight fails a saving throw it can choose to succeed instead

Touch of Undeath. Specter Knight's weapon attacks count as magical for the purpose of overcoming resistances and deal an extra 10 (3d6) necrotic damage (included in the attack).

Actions

Multiattack. Spectre Knight can make 4 attacks per round.

Scythe Slash. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit (2d12 + 5) slashing and 10 (3d6) necrotic damage.

Scythe Charge. Specter Knight charges one target, up to 30 ft, and slashes with his scythe. The target must make a Dexterity Saving Throw (DC 19) or take 26 (4d12) slashing and 10 (3d6) Necrotic damage). No damage on a successful save.

Scythe Toss. Ranged Weapon Attack: Specter Knight hurls his scythe in an arching trajectory up to 60 ft. Anything caught in the path must make a Dexterity Save (DC 19) taking 19 (3d12) slashing and 10 (3d6) necrotic damage. Half damage on success. While the scythe is spinning, he must teleport to where the scythe is heading toward, costing another action, unless it is set to return to him.*

Raise Dead. Specter Knight summons up to 3 Brittle Boneclangs within 20 ft. of himself.

Purge. Specter Knight raises a fist in the air, dispeling undead in the area. Their remaining HP is returned to him.

Legendary Actions

Specter Knight can take 2 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. Specter Knight regains spent legendary actions at the start of its turn.

Scythe Slash. Specter Knight uses his Scythe Slash attack.

Scythe Charge. Specter Knight uses his Scythe Charge.

Move. Specter Knight moves p to his speed without provoking attacks of oppertunity.

Specter Fade. (Costs 2 actions) Specter Knight casts Chill Touch and Misty Step simultaniously.

Scythe Toss. Costs 2 actions) Specter Knight uses his Scythe Toss attack.

Pictures by: Unknown

"Boom! Hee hee hee!"

Plague Knight may be small, frail, and unassuming, but he is anything but! This master alchemist and demolitions expert has the throwing-arm of a titan, and the mind to match, creating bombs and poisons the likes of which the world has never seen!



Plague Knight

Small humanoid, chaotic good


  • Armor Class 16
  • Hit Points 64(24d6 - 20)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
9 (-1) 22 (+6) 8 (-1) 20 (+5) 19 (+4) 10 (+0)

  • Skills Nature +10, Medicine +9, Survival +9
  • Damage Resistances nonmagical blugeoning, piercing, and slashing, Acid
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses passive Perception 14
  • Languages Common
  • Challenge 15 (13,000 XP)

Alchemical Master. Plague Knight weapon attacks count as magical for the purpose of overcoming resistances and deal an additional 5 (2d4) magical alchemical Fire damage unless specified.

Legendary Resistance (2/Day) If Plague Knight fails a saving throw it can choose to succeed instead

Reckless Storage. Plague Knight has an infinite number of Bombs, casings, powders, and fuses avaliable to him. He may use an action to create 1d8 Custom bombs of his choice.

Strong Legs. Plague Knight's jump hight and distance are tripled, and he does not need a running start for a full jump.

Actions

Multiattack. Plague Knight can use up to 4 of his Basic Alchemy moves per turn.

Basic Alchemy: Vial Bomb Ranged Weapon Attack: +5 to hit, reach 40/90ft., one target. Hit 13 (3d8) acid and 5 (2d4) fire damage. Anyone within 10 ft of the target must make a Dexterity Save (DC 18) or take the same damage. Half damage on success.

Basic Alchemy: Acid Bomb. Ranged Weapon Attack: +5 to hit, range 20/40ft., one target. Hit 11 (2d10) Force damage and the surrounding 10 ft. count as Difficult Terrain. Anyone except Plague Knight caught within it takes 2d4 acid damage until the pool evaporates at the end of his next turn.

Basic Alchemy: Vile Flames. Ranged Weapon Attack: +5 to hit, reach 40/90ft., up to three targets. Hit 22 (5d8) fire and 5 (2d4) poison damage. Anyone except Plague Knight takes 5d8 fire damage until the pillar of purple flames extinguishes at the end of his next turn.

Basic Alchemy: Flashpowder Teleport. Plague Knight disappears in a puff of green smoke, reappearing up to 40ft. from whre he disappeared.

Volitile Chemical. Plague Knight summons 1d4+2 Large-sized lidded beakers of a volitile substance, that his bombs can detonate. Everything within a 20ft. radius of the beakers must make a Dexterity Save (DC 18) or take 27 (5d10) nonmagical Force damage from the explosion

Bomb Barrage. Everyone within a 40ft. cone from Plague Knight must make a Dexterity Saving Throw (DC 18) taking 18 (4d8) fire and 18 (4d8) force damage and knocked prone on a failed save. Half as much damage and not prone on a success.

Legendary Actions

Plague Knight can take 2 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. Plague Knight regains spent legendary actions at the start of its turn.

Quick Crafting. Plague Knight can craft 1d4 Bombs.

Basic Alchemy. Plague Knight can use one of his Basic Alchemy attacks.

Move. Plague Knight moves up to his full movement speed without provoking attacks of oppertunity.

Picture by: Yacht Club Games

Custom Bombs

Bomb Casings
Casing Effect
Bounce Bomb bounces along the ground, covering an extra 20 ft. before detonation
Lob Bomb arcs into the air, gaining advantage against Flying targets
Float Bomb floats upward, defying gravity. anything tied to the mbomb floats if under 5lbs.
Orbit Bomb spins around the thrower until detonation.
Drop Casing drops faster, decreasing distance thrown by 20 ft, but gives an extra 1d8 bludgeoning on impact with target.
Whirl Bomb boomerangs back to the thrower or going around corners, cover, or anything obstructing the target if thrown correctly.
Bomb Powders
Powder Effect
Black Basic component, makes a large explosion upon detonation, dealing 2d12 fire damage and 2d12 force damage
Tracer The flames created by this bomb climb along walls and ceilings.
Cascade Upon detonation, the flames spread farther in all directions, increasing effect's range by 10ft.
Component Highly volitile substance, the detonation range increases by 20ft.
Cluster Multiplies detonation effect 1d4 times in random areas within 10ft of initial target
Sparkler The bomb doesn't explode, however it sends out pulses of electricity. Dealing 1d8 Lightning damage per round within a 20ft. circle of the bomb.
Bomb Fuses
Fuse Effect
Standard Bomb detonates automatically the round after it was thrown (Can lengthen Fuse)
Long Bomb detonates automatically after 1 minute (Can lengthen fuse)
Quick Bomb detonates immediatly when thrown.
Sentry The bomb hovers in place for a round before seeking out and moving toward targets.
Remote Bomb detonates at the cost of a bonus action
Impact Bomb explodes on contact with target

Pictures by: Yacht Club Games & MenasLG

"My gems... My vessel... My ocean. Your very presence tarnishes."

Treasure Knight is obsessed with material wealth. Diving far, far beneath the ocean in search of treasure. While not that dangerous on-land, he is certainly more than a match for most any adventurer under the sea.



Treasure Knight

Large humanoid, chaotic evil


  • Armor Class 18 (Diver suit)
  • Hit Points 237(25d10 + 100)
  • Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+3) 18 (+4) 10 (+0) 9 (-1) 11 (+0)

  • Skills Athletics +8, Investigation +12
  • Damage Resistances nonmagical blugeoning, piercing, and slashing, cold
  • Senses passive Perception 9
  • Languages Common
  • Challenge 10 (5,900 XP)

Diver Lights. Treasure Knight has in-built floodlights on his suit. He may use a bonus action to turn them on, granting him 60ft. bright light and another 40ft. dim light.

Dropping Anchor. Treasure Knight's Grapple Anchor is used one-handed by Treasure Knight.

Iron Whale. While underwater and outside the Iron Whale, Treasure Knight may summon the submersible to swallow and abduct everyone within a 40ft. radius of himself. Once inside the Iron Whale, Treasure Knight is counted as inside his Lair and can use Lair Actions

Legendary Resistance (2/Day) If TreasureKnight fails a saving throw it can choose to succeed instead

Magic Weapon. Treasure Knight's weapon attacks count as magical for the purpose of overcoming resistances.

Rebreather. Treasure Knight's armor is well equipped. While underwater, Treasure Knight doesn't need to breathe

Actions

Multiattack. Treasure Knight can make up to 4 attacks per turn.

Horizontal Grapple Anchor. Ranged Weapon Attack: +7 to hit, reach 100/150ft., one target. Hit 13 (3d8) blugeoning damage. If he hits a creature, he has the option to grapple them. If he hits a creature his size or larger, a wall, or misses a creature and hits a wall, he may retract his chain and move the full distance to the creature or object.

Vertical Grapple Anchor. Ranged Weapon Attack: +7 to hit, reach 100/150ft., one target. Hit 13 (3d8) blugeoning damage. If he hits the ceiling, he may pull himself to the ceiling.

Suction Chest. Treasure Knight throws out a gold chest to the middle of the combat area that acts as a vaccuum. Anyone within 20ft. of the chest must make a DC 16 Strength Saving Throw or be trapped inside is incapacitated. Taking 1d8 Force damage and losing 500 GP every round intil someone gets them out, or Treasure Knight attacks them.

Grapple Anchor. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 27 (4d8 + 5) blugeoning damage.

Legendary Actions

Treasure Knight can take 2 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. Treasure Knight regains spent legendary actions at the start of its turn.

Grapple Anchor. Treasure Knight can make any of his Grapple Anchor attacks.

Move. Treasure Knight can move up to his speed without provoking attacks of oppertunity.

Treasure Knight picture by Guuguuguu

Treasure Knight's Lair

Treasure Knight practically lives underwater or inside his sumersable. Inside the Iron Whale is Treasure Knight's Lair.

Lair Actions

On initiative count 20 (losing initiative ties), Treasure Knight takes a lair action to cause one of the following effects; Treasure Knight can't use the same effect two rounds in a row

  • Treasure Knight may fill the Iron Whale with water, taking 1d10 rounds to fill with water from floor to ceiling
  • Treasure Knight may drain the water filling his submersible, the process taking as many rounds as it took to fill it.
  • Treasure Knight smashes his fist into the ground, sending out a shockwave of his hoarded gold. Everyone within the room must make a DC 16 Dexterity Save or take 3d10 bludgeoning damage as gold coins and gems pelt the opponents. Anyone within 5ft. of Treasure Knight automatically fails the saving throw.
  • Treasure Knight, while floating above the ground, can shoot his Grapple Anchor into the sea of coins below. Everyone within a 15ft diameter cylander from floor to cieling must make a DC 16 Dexterity Save or take 2d10 blugeoning damage as coins and gems blast upward. He may do this twice, once more in any location within his Grapple Anchor's range.
  • Treasure Knight can fire 1d4 + 1 caltrops. They'll take one 5x5 space. If hit, they cause 11 (2d10) piercing damage. The caltrops float upward in water at a rate of 20ft. per round. If they hit the ceiling, they'll explode for 5 (1d10) Force damage.

New Weapon

Name Cost Damage Weight Properties
Grapple Anchor 200 gp 4d8 bludgeoning 40lb. Oversized, Special, Two-handed

Special Weapons

Weapons with special rules are described here.

Grapple Anchor. This weapon cannot be wielded by anyone with a Strength Score under 20. It allso has a firing mechanism to shoot the Anchor attached to an automatic reel and chain (range 100/150ft. Deals 3d8 bludeoning). Enemies hit by the fired anchor can be grappled using a reaction. Stable surfaces can be used to pull the user toward, also using a raction.

Picture by: KingRebecca

The Titan of Tunneling

Mole Knight, lord of the underground, uses everything at his disposal to fight. That uncludes even the earth itself! With claws of heated steel and lava itself assisting in his battles, this Knight may be small, but he is dangerous indeed!



Mole Knight

Small humanoid (Duergar), chaotic evil


  • Armor Class 18 (Plate)
  • Hit Points 238 (28d6 + 140)
  • Speed 25 ft., burrow 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 20 (+5) 15 (+3) 14 (+2) 12 (+1)

  • Skills Athletics +9, Stealth +13 Perception +12
  • Damage Resistances Nonmagical bludgeoning, piercing, and slashing,
  • Damage Immunities Fire
  • Condition Immunities blinded
  • Senses tremorsense 60 ft., darkvision 120 ft., passive Perception 12
  • Languages Common, Dwarvish
  • Challenge 16 (15,000 XP)

Blazing Armor. Mole Knight's weapon attacks count as magical for the purpose of overcoming resistances and deal an additional 10 (3d6) magical Fire damage with every attack (Included in the attack)

Legendary Resistance (2/Day). If Mole Knight fails a saving throw it can choose to succeed instead.

Treasure Hunter's Resilience. The Mole Knight has advantage on saving throws against poison, and illusions, as well as to resist being charmed or paralyzed

Actions

Multiattack. Mole Knight can make up to 4 attacks with his claws.

Armored Claws. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 9 (1d10 + 4) slashing and 10 (3d6) fire damage

Blazing Ram. Mole Knight charges from one of his burrowed tunnels and attempts to ram the target. The target must make a Dexterity Saving throw (DC 17) taking 4 (1d8) bludeoning for every 10ft. traveled for the attack and 10 (3d6) fire damage. No damage on success.

Hiding in Plain Sight. Mole Knight burrows underground and 4 piles of rocks and dird appear on the ground. Mole Knight is hiding in one of them. A successful DC 21 Perception check will reveal his location. 1d4-1 piles will have a mole hidden inside. A DC 15 Perception check will reveal the moles, however those are fakes, and if attacked, are revealed as fakes. The attacker takes 1d6 fire damage as a result.

Reactions

Surprise! If Mole Knight is not attacked while hidden by the following round, he may use his reaction to come out of hiding. Everyone must make a DC 21 Decterity Save, taking 31 (7d8) Fire damage on failure and half upon success.

Legendary Actions

Mole Knight can take 2 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. Mole Knight regains spent legendary actions at the start of its turn.

Armored Claws. Mole Knight attacks with his Armored Claws.

Multiattack (Costs 2 Actions). Mole Knight can use his multiattack option.

Blazing Ram (Costs 2 Actions). Mole Knight can use his Blazing Ram attack.

Move. Mole Knight moves up to his speed without provoking attacks of oppertunity.

Picture by Guuguuguu

Mole Knight's Lair

Mole Knight practically lives underground or beneath ancient ruins where he may be spelunking, Anywhere beneath the ground counts as a Lair for Mole Knight.

Lair Actions

On initiative count 20 (losing initiative ties), Mole Knight takes a lair action to cause one of the following effects; Treasure Knight can't use the same effect twice rounds in a row

  • Mole Knight rams the ground, causing a cave-in of sorts. Everyone within a 10ft. radius cylander within 50 ft. of his choosing must make a Dexterity Saving throw (DC 15) or be crushed under falling rocks and sand, taking 22 (5d8) blugeoning damage and is Restrained and prone. Half damage and no conditions upon success. A Successful Strength Save ends the effect.
  • Mole Knight picks up to 4 targets. Each must make a Dexteriity Saving Throw (DC 15) as lava falls from the ceiling. Upon failure, they take 18 (4d8) fire damage. Whether the target succeeds or fails, the 5-foot floor area originally occupied by the target becomes covered in lava. The lava lasts until the start of Mole Knight's next turn and any creature that starts its turn in the lava takes 18 (4d8) fire damage. The lava damages objects in the area and ignites flammable objects that aren’t being worn or carried.
  • Mole Knight forfeits his turn, instead wreathing himself in fire, dealing 18 (4d8) damage to anyone immediatly 5ft. adjecent to himself. Make a ranged attack roll against everyone within the combat area. Upon hit, they take 24 (4d12) Fire damage.

New Weapon

Name Cost Damage Weight Properties
Drop-Forged Claws 200 gp 1d10 slashing 10lb. Finesse, Light, Special

Special Weapons

Weapons with special rules are described here.

Drop-Forged Claws. These gauntlets must be wielded in both hands to be used effectivly. While equipped, the user is effectvly two-weapon fighting. The claws are magical, dealing an additional 10 (3d6) Fire damage with each attack. The user also has a burrowing speed of 60ft.

Picture by: mangamaxx

"I can't think straight!! I have so much work to do!"

Tinker Knight isn't one for close combat, or even combat at all! While others are complacent and enjoy crushing skulls, Tinker Knight prefers to crunch numbers instead. With his trusty wrench at his side, he crafts tools of destruction for his enemies, or, if cornered, will melee with it instead.



Tinker Knight

Small humanoid, chaotic neutral


  • Armor Class 13
  • Hit Points 65(10d6 + 30)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+3) 20 (+5) 16 (+3) 15 (+3)

  • Skills Tinker Tools +11
  • Senses darkvision 60ft., passive Perception 13
  • Languages Common, Gnomish
  • Challenge 5 (1,800 XP)

Clumsy. If attacked during a round where Tinker Knight has made a move action, roll a d4. On a 1, he trips and falls prone.

Legendary Resistance (2/Day). If Tinker Knight fails a saving throw, he can choose to succeed instead.

Tinkerer's Cunning. Tinker Knight has advantage on all Intelligence and Wisdom saving throws against magic.

Tinker Tank. Once defeated, Tinker Knight will summon his favorite project, the Tinker Tank. Appearing inside of it for Round 2.

Actions

Multiattack. Tinker Knight can throw up to 3 Wrenches or melee twice.

Wrench. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 5 (1d+2)

Wrench Toss. Ranged Weapon Attack: +6 to hit, range 30/50ft., one target. Hit 6 (1d6 + 3) Whether it hits or misses, make a second attack roll against the target or one within 5ft. of it as his wrench boomerangs back into his hand.

Reactions

Tantrum. If Tinker Knight falls prone, he can spend a Legendary Action to get up immediatly. If so, he throws a tantrum. Everyone within 30ft. of him must make a Dexterity Saving throw (DC 14), recieving 28 (8d6) bludgeoning damage on a failed save, half as much on a successful one, as he hurls wrenches wildly in every direction.

Legendary Actions

Tinker Knight can take 2 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. Tinker Knight regains spent legendary actions at the start of its turn.

Multiattack (Costs 2 Actions). Tinker Knight uses his Multiattack Option.

Wrench Toss. Tinker Knight uses his Wrench Toss attack.

Wrench Strike. Tinker Knight uses his Wrench Strike attack.

Move. Tinker Knight moves up to his speed without provoking attacks of oppertunity.

(Patcha105 on DeviantArt)

Picture by: Artasimical



Tinker Tank

Gargantuan vehicle, unaligned


  • Armor Class 25 (Natural armor)
  • Hit Points 410 (20d20 + 200)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
28 (+8) 6 (-2) 30 (+10) - - -

  • Saving Throws Str +15 Con +17
  • Skills Athletics + 15
  • Damage Vunerabilities acid, bludgeoning, lightning
  • Damage Resistances nonmagical piercing, and slashing.
  • Damage Immunities necrotic, poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, petrified, poisoned
  • Senses None
  • Languages None
  • Challenge 22 (41,000 XP)

Enchanted Artillary. The Tinker Tank's attacks count as magical for the purpose of overcoming resistances.

Immutable Form. The Tinker Tank is immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day). If the Tinker Tank fails a saving throw, it can choose to succeed instead.

Limited Magical Immunity. The Tinker Tank is immune to any magic requiring an Intelligence, Wisdom, or Charisma Saving Throw.

Actions

Drill Arm. Every creature in a 20ft. by 5ft. line must make a Dexterity Save (DC 20) or take (4d6) Piercing damage

Shoulder Missiles. Every creature in a 40ft. cylander must make a Dexterity Save (DC 20) or take (3d6) Fire and (3d6) Force damage and be knocked prone.

Missile Barrage. Ranged Attack: +11 to hit, up to 3 targets. Hit 18 (4d8) fire 18 (4d8) force damage.

Bouncing Bombs. Ranged Attack: +11 to hit, up to 2 targets. Hit* 14 (4d6) bludgeoning damage. Whether it hit or miss, the bombs will roll, bouncing off any surface or creature, causing the same damage before detonating at the end of the Tinker Tank's next turn for 9 (2d8) fire and 9 (2d8) force. Everything in 10ft. of the bombs at detonation must make a Dexterity Saving Throw (DC 20), taking half damage on success.

Legendary Actions

The Tinker Tank can take 2 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 Tinker Tank regains spent legendary actions at the start of its turn.

Drill Arm. The Tinker Tank uses it's Drill Arm action.

Shoulder Missiles. The Tinker Tank uses it's Shoulder Missiles action.

Missile Barrage. The Tinker Tank uses it's Missile Barrage action.

Bouncing Bombs. The Tinker Tank uses it's Bouncing Bombs action.

Move. The Tinker Tank moves up to it's movement speed without provoking attacks of oppertunity.

Why?

The 2-part Boss Fight

Like stated above, this is a 2-part boss. My reasoning behind making the Tinker Tank so abomitably bothersom is for the reason that is in the game: it is. Like in the game, the point it so have players make their way up to him and attack Tinker Knight from the top. Otherwise, it'll just be an uphill battle. Tinker Knight and the Tinker Tank are both still seperate entities, Tinker Knight is just controlling the Tank, much like piloting a robot.

He's not immune to any effects, not is he even resistant or strong or durable. That's the point. Like the game, it helps to think outside the box.

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Picture by: Yacht Club Games

"The bitter cold will claim you."

Polar Knight respects power and is disgusted by cowerdice. The tricks of others to fight only brings him to mockery, conversely, he respects power. Abandoning his Oath of Shovelry to join the Order. Martial skill is all that matters to him, and as such, the works of the mind are worthless.



Polar Knight

Large humanoid, lawful evil


  • Armor Class 16 (Studded Leather)
  • Hit Points 210 (20d10 + 100)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 9 (-1) 13 (+2) 10 (+0)

  • Skills Athletics +11, Nature +8, Survival +8,
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing
  • Damage Immunities cold
  • Condition Immunities charmed, frightened,
  • Senses passive Perception 9
  • Languages Common, Giant
  • Challenge 17 (18,000 XP)

Frozen Arms. Polar Knight's weapon attacks count as magical and deal an additional 10 (3d6) Cold damage (included in the attack)

Ice Walk. The Polar Knight can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost him extra moment.

Legendary Resistance (2/Day). If Polar Knight fails a saving throw it can choose to succeed instead.

Shovel Charge. If Polar Knight makes the dash action and passes within 5ft. of an enemy, he may make an attack against the mas a bonus action.

Shovel Defence. Polar Knight is unaffected by the Shovel Drop action.

Actions

Multiattack. Polar Knight can make up to 4 attacks with his Snow Shovel.

Snow Shovel. Melee Weapon Attack: +10 to hit, one target. Hit 18 (3d8+5) bludgeoning and 10 (3d6) cold damage.

Snowball Toss. Ranged Attack: +10 to hit, range 20/50ft., one target. Hit 15 (3d6 + 5) cold damage and the target is pushed 5ft. as a medum size Snowball occupies their previous space.

Ice Breaker (Recharge 5-6). If Polar Knight jumps within 5 ft of an enemy, he can make a melee attack roll against them. On hit, he deals 18 (3d8+5) blugeoning and 10 (3d6) along with whatever he may have taken in Falling Damage. Wheither he hits or misses, he casts Spike Growth centered on himself, with the following differences: A 5 ft. radius, and an aditional 10 (3d6) Cold damage to anyone within, and it lasts only until the end of his next turn, without concentration.

Reactions

Collective Toss. If Polar Knight makes the dash action and passes through the space of his his shovel piles them collectivly. If any are collected, everyone within a 40ft. cone must make a Dexterity Save (DC 18) or take 10 (3d6) cold for every Snowball collected (Minimum one). Half as much on success.

Shovel Raise. If an enemy attempts to attack Polar Knight with a Shoel Drop attack, Polar Knight can retalliate with an attack from his Snow Shovel, counting as an automatic critical if it hits.

Legendary Actions

Polar Knight can take 2 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. Polar Knight regains spent legendary actions at the start of its turn.

Multiattack. (Costs 2 Actions) Polar Knight uses his Multiattack option.

Snow Shovel. Polar Knight attacks with his Snow Shovel.

Move. Polar Knight moves up to his speed wthout provoling attacks of oppertunity.

New Weapon

Name Cost Damage Weight Properties
Snow Shovel 200 gp 3d8 bludgeoning 3d6 cold 20lb. Oversized, Special, Two-handed

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Pictures by: Unknown

"En Garde!"

Propeller Knight, the debonair Knight and captain of the Enchantress' Airship. Taking flight with his Heli-Helmet, Propeller Knight zooms through the skies, striking any and everyone in his way with his rapier, in the name of the Enchantress!



Propeller Knight

Medium humanoid (human), lawful evil


  • Armor Class 16 (natural armor)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 17 (+3) 11 (+0) 12 (+1) 18 (+4)

  • Saving Throws Str +6, Int +5, Wis +6
  • Skills Acrobatics +9, Performance +9, Persuasion +9,
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing.
  • Condition Immunities charmed, grappled,
  • Senses passive Perception 10
  • Languages Common
  • Challenge 14 (3988 XP)

Flyby. Propeller Knight doesn't provoke an opportunity attack when he flies out of an enemy's reach.

Legendary Resistance (2/Day). If Propeller Knight fails a saving throw he can choose to succeed instead.

Magic Weapon. Propeller Knight's weapon attacks count as magical for the purpose of overcoming resistances.

Nimble Escape. Propeller Knight can take the Disengage action as a bonus action on each of its turns

Actions

Multiattack. Propeller Knight can perform up to 3 Lunge attacks and one of his Heli-Helmet maneuvers.

Lunge. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) piercing. As part of this attack, Propeller Knight must be on the ground, lunging 15ft. to the target.

Heli-Helmet: Updraft. Propeller Knight crouches and steadies himself before using his Heli-Helmet to blast wind upward. Every creature within 5ft. of him is sent hurtling upward 30 ft. for that turn. At the begining of Propeller Knight's next turn, they'll begin falling.

Heli-Helmet: Vaccuum Turbine. Every creature in a 40ft. by 5ft line from Propeller Knight makes a Strength Saving Throw (DC 18) or be sucked into Propeller Knight's fan blades. Taking 18 (4d8) slashing damage on failure. Upon success, they are dragged 10 ft. closer to Propeller Knight by the vacuum suction and take no damage.

Heli-Helmet: Propeller Repel. Propeller Knight points his Heli-Helmet at foes and blows a strong gust, as if he had cast the Gust of Wind spell with the following exceptions: It only lasts until the start of hit next turn and with no concentration.

Reactions

Impale. If any one creature within 5ft. of Propeller Knight is above him, he may point his rapier upward. Make an attack roll. On hit, they take 1d8+4 piercing damage for every ten feet it fell.

Legendary Actions

Propeller Knight can take 2 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. Propeller Knight regains spent legendary actions at the start of its turn

Lunge. Propeller Knight uses his Lunge attack.

Move. Propeller Knight moves up to his speed without provoking attacks of oppertunity.

Artillary Backup. Propeller Knight, as captain of the Enchantress' Airship, can command the Airship to make a weapon attack as a reaction.

Heli-Helmet (Costs 2 Actions). Propeller Knight can perform one of his Heli-Hlemet Maneuvers.

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Pictures by: Unknown


Airship

Collosal vehicle, unaligned


  • Armor Class 13
  • Hit Points 252 (24d20)
  • Speed 0 ft., fly 155 ft. (hover)

STR DEX CON INT WIS CHA
- - - - - -

  • Damage Resistances nonmagical bludgeoning, piercing, and slashing, necrotic, radiant, thunder
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious
  • Senses none
  • Languages none
  • Challenge 12 (8773 XP)

Heavy Artillary. Attacks made by the vehicle ignore damage resistance.

Actions

Multiattack. The Airship can make 4 Bomb attacks or 2 cannon shots

Bombs Away! Ranged Weapon Attack: +8 to hit, range 450/1500ft., one target. Hit 13 (3d8) fire 13 (3d8) force

Fire The Cannons! Ranged Weapon Attack: +8 to hit, range 450/1500ft., one target. Hit 84 (8d20) bludgeoning.

Captain & Crew

While the Airship itself has no stats, the Captain and Crew inside do. Whenever a magical effect is cast on the ship, the Captain and Crew make the saves. If the Captain is rendered unable to command the crew or opperate the ship, then the ship, by proxy, cannot act except the automatic function of hovering.

The Ship is 130ft. in length and 70ft. in width, requiring a crew of 15 people and can carry 120 passengers.

After Propeller Knight's defeat and/or demise, the Crew will swear their loyalty to the victors (if they're still alive) or the ship will crash and be destroyed if it, or the entire crew, is killed.

For use of the ship, a Sailing or Swashbuckling background is required or reading the three manuals, the glossary, and the map, which takes 4d12 hours (1d12 per book) and an Intelligence check to retain the information, gaining Proficiency in Air Vehicles.

To use the Airship's weapons, add the user's Dexterity or Intelligence to the attack rolls.

Picture by: Smolb

"Let us dance together into the abyss!."

The Enchantress, like many mages and spellcasters, is unnaturally brilliant. Though uunlike others, she's a monster amongst men. Ruthless, cold, crued and cunning all describe The Enchantress perfectly. But even she has her secrets, far, far beneath the callous shell of magic, Shield Knight calls out for her beloved.



The Enchantress

Medium humanoid (human), chaotic evil


  • Armor Class 16 (mage armor)
  • Hit Points 210 (28d8 + 84)
  • Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 16 (+3) 20 (+5) 20 (+5) 20 (+5)

  • Saving Throws Int +12, Wis +12, Cha +12
  • Skills Arcana +12, History +12, Perception +12
  • Damage Resistances magical bludgeoning, piercing, and slashing, fire, cold, necrotic, radiant, force, lightning, thunder
  • Damage Immunity nonmagical bludgeoning, piercing and slashing
  • Condition Immunities charmed, frightened, incapacitated,
  • Senses passive Perception 22
  • Languages Common
  • Challenge 21 (33,000 XP)

Always On Guard. The Enchantress is immune to surprise and is always under the effect of Mage Armor.

Legendary Resistance (3/Day). If the Remnant of Fate fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Enchantress has advantage on saving throws against spells and other magical effects

The Cost of Freedom. Once The Enchantress is defeated, the amulet on her forehead will shatter, releasing Shield Knight, however, doing so releases The Remnant of Fate within 1d4 minutes.

Actions

Multiattack. The Enchantress can make up to four Arcane Blasts attacks or 3 Arcane Blasts and Burning Earth.

Arcane Blast. Ranged Spell Attack: +11 to hit, reach 100ft., one target. Hit 50 (10d8 + 5) force damage.

Arcane Pillar (Recharge 6). Ranged Spell Attack: The Enchantress fires arcane blasts straight upwards or downwards. Creatures in the 5ft radius cylander must make a Dexterity Save (DC 19), taking 135 (30d8) force damage on a failed save and half as much on success, disintegrating the ground or objects they come in contact with.

Terraformation. Up to 60 feet of land of the Enchantress' choice can be recreated by her arcane power. If a creature starts their turn in one of the newly created areas where she uses this action, they take 22 (5d8) Fire damage, counting as difficult terrain for 1d4 rounds, taking damage each of those rounds while in the area afterward.

High Speed Crash (Recharge 5-6). Melee Spell Attack: Everyone within a 50ft. radius circle of The Enchantress makes a Dexterity Save (DC 19) or take 110 (20d10) bludgeoning damage, half as much on a failed save. As the Enchantress flies wildly at break-neck speeds around the area, stopping in any spot within the area of her choice.

Legendary Actions

The Enchantress 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 Enchantress regains spent legendary actions at the start of its turn

Multiattack (Costs 2 Actions). The Enchantress can use her Multiattack option.

Arcane Blast. The Enchantress makes an Arcane Blast attack.

Arcane Pillar. The Enchantress can use her Arcane Pillar action if avaliable.

High Speed Crash. The Enchantress can use her High Speed Crash action, if avaliable.

Picture by: KOIDRAKE

"It will escape and wreak havoc on everything..." - Shield Knight

Fate is an odd thing. Something people fight their entire lives, or a whimsical thought for only a moment. It is always present, and ever controlling. Finally free of the Amulet, the Remnant of Fate is magic given form. An artificial being made of only wanton chaos and a desire for utter destruction.



Remnant of Fate

Huge elemental, unaligned


  • Armor Class 23 (natural armor)
  • Hit Points 315 (30d20)
  • Speed 0 ft., Fly 60 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 15 (+3) 10 (+0) 25 (+7) 25 (+7) 25 (+7)

  • Saving Throws Con +7, Int +14, + Wis +14, Cha +14
  • Damage Resistances Magical bludgeoning, piercing, and slashing, fire, cold, necrotic, radiant, force, lightning, thunder
  • Damage Immunities Nonmagical bludgeoning, piercing, and slashing, acid, poison, psychic,
  • Condition Immunities blinded, charmed, frightened, incapacitated, paralyzed, petrified, poisoned, restrained, stunned
  • Senses truesight 120 ft., blindsight 120 ft., (blind beyond this radius) passive Perception 17
  • Languages None
  • Challenge 25 (75,000 XP)

Avoidance. If the Remnant of Fate is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails

Critical Weakness. Whenever any attack targets the Remnant of Fate's head, it is treated as having Vunerability toward that attack.

Legendary Resistance. (4/Day) If the Remnant of Fate fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. The Remnant of Fate is immune to spells of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects.

Pure Magic Form. The Remnant of Fate can pass through any space as narrow as 1 inch wide without squeezing. In addition, the Remnant of Fate can enter a hostile creature's space and stop there.

Actions

Multiattack. The Remnant of Fate can make any 3 Arcane attacks and one Slam.

Arcane Spew (Recharge 5-6). The Remnant of Fate exhales pure magical energy in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 117 (26d8) force damage on a failed save, or half as much damage on a successful one.

Arcane Helix. The Remnant of Fate raises it's hand and looses two spiraling orbs of pure arcane power. Everyone in a 10ft. radius, 60ft. high cylinder centered on the Remnant of Fate must make a DC 22 Dexterity Saving throw, taking 82 (15d10) force damage, or half as much damage on a successful one.

Arcane Blast. Ranged Spell Attack: +12 to hit, range 60ft., one target. Hit 58 (13d8) force damage.

Arcane Spiral. Ranged Spell Attack: +12 to hit, reach 60ft., two targets. Hit 44 (8d10) force damage.

Slam. Melee Attack: +12 to hit, reach 10ft., one target. Hit 16 (3d10) bludgeoning. Whether it hits or misses, the ground between the Remnant's hands is transformed into a pit as deep as the damage taken.

Reactions

Third Strike. If The Remnant of Fate is hit three times in a row, ic can use it's reaction to teleport up to 40ft. from the source.

Legendary Actions

The Remnant of Fate can take 4 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 Remnant of Fate regains spent legendary actions at the start of its turn

Multiattack (Costs 2 Actions). The Remnant of Fate can use it's Multiattack option.

Arcane Blast. The Remnant of Fate makes an Arcane Blast attack.

Arcane Spiral. The Remnant of Fate makes an Arcane Spiral attack

Slam. The Remnant of Fate makes a Slam attack.

Move. The Remnant of Fate moves up to it's speed without provoking attacks of oppertunity.

Picture by: Yacht Club Games

Corrupted Essence

The Wandering Travelers

Traveling the Valley are the Wandering Travelers. Four warriors whose martial abilities excel aboe most common foe. The Travelers are Reize Seatlan, Baz, Mr. Hat and Phantom Striker. Initially unaffiliated with one another, they wander the Valley in search of combat, justice, or following their own agenda.

"Knight's Code, first vow: Always help a person in need!"

Reize Seatlan follows his own rules. And by rules, it's a self-imposed Knightly Code with any number of vows. Always ready to help others, this plucky, young, naive adventurer means well, but has a poor habit of being misinformed despite his well-intentions.



Reize Seatlan

Medium humanoid (human), lawful good


  • Armor Class 15
  • Hit Points 182 (28d8 + 56)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 15 (+2) 9 (-1) 10 (+0) 16 (+3)

  • Saving Throws Dex +10, Wis +5, Cha +8
  • Skills Acrobatics +10, Survival +5, Persuasion +8
  • Damage Resistances Nonmagical bludgeoning, piercing, and slashing, fire
  • Condition Immunities -
  • Senses passive Perception 10
  • Languages Common
  • Challenge 13 (10,000 XP)

Legendary Resistance (2/Day). If Reize Seatlan fails a saving throw, he can choose to succeed instead.

Magic Weapons. Reize's weapon attacks count as magical for the purpose of overcoming resistances.

Ricochet. Whenever Reize hits with his boomerang, make a seperate attack roll against every enemy within 30 feet of the target as the boomerang ricochets between them all before returning to Reize.

Strong Legs. Reize's jump hight and distance are tripled, and he does not need a running start for a full jump.

Actions

Multiattack. Reize can throw his boomerang twice and use his Aerial Smash.

Boomerang. Ranged Weapon Attack: +8 to hit, range 30/120., one target. Hit 8 (1d6 + 5) bludgeoning. If it misses, it automatically returns ot Reize at the end of his turn.

Protective Flame. Reize summons six orbs of fire to protect him. Any creature entering within 5 feet of Reize takes 11 (2d10) fire damage. The effect lasts for a minute, or until all six orbs are used upon contact with a creature.

Aerial Smash. Reize leaps high into the air before suddenly dropping down in a diagonal angle. Every creature adjacent to his landing space must make a (DC 17) Dexterity Save or take 12 (2d12) force damage.

Legendary Actions

Reize Seatlan can take 2 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. Reize regains spent legendary actions at the start of its turn

Multiattack (Costs 2 actions). Reize uses his Multiattack action.

Boomerang. Reize uses his Boomerang attack.

Move. Reize moves up to his full speed without provoking attacks of oppertunity.

Picture by: wickedalucard

Character by: Seizui & Danny D. Henderson

"The Great BAZ KNIGHT! Like the sound of THAT!"

Baz, or The Baz, believes that everything can be obtained through violence. Especially titles. In an effort to fit in, Baz will go above and beyond the call of duty. Utilizing his whip and lightning powers, The Baz roams the land, taking his misplaced anger out on passersby for being denied entry to the Order of No Quarter.



The Baz

Large humanoid, chaotic neutral


  • Armor Class 15 (studded leather)
  • Hit Points 228(24d10 + 96)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 16(+3) 18 (+4) 7 (-2) 7 (-2) 9 (-1)

  • Saving Throws Str +7, Wis +2
  • Skills Athletics +7, Intimidation +3
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing
  • Damage Immunities lightning, thunder
  • Condition Immunities blinded, charmed, deafened
  • Senses passive Perception 8
  • Languages Common
  • Challenge 12 (8,400 XP)

Lasso Twirl. The Baz has full cover from any attacks coming from above him.

Legendary Resistance (2/Day). If The Baz fails a saving throw, he can choose to succeed instead.

Misplaced Anger. If The Baz starts a turn with half his maximum hit points, he overcharges. His lightning damage die doubles (2d8) and at the start of his turn, he automatically uses Discharge.

Rope Swing. If The Baz lassos a ceiling fixture using a Rope Whip action, he can reel up and swing from it. Though he is rendered unable to use his Rope Whip.

Shocking Weapons. The Baz's weapon attacks count as magical for the purpose of overcoming resistances and deal an additional 1d8 lightning damage (included in the attack).

Actions

Multiattack. The Baz can make 4 attacks with his rope whip.

Rope Whip. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 5 (1d4 + 3) slashing and 4 (1d8) lightning damage.

Elbow Drop. When The Baz dismounts a cieling fixture, he may choose to Elbow Drop. Crashing to the earth. Everyone in a 20ft. radius must make a Dexterity Saving throw (DC 15) taking 18 (4d8) lightning damage on a failed save and half as much on a success

Discharge. Everyone within 20 feet of The Baz must make a (DC 15) Dex Save or take 18 (4d8) lightning damage, none on a success.

Legendary Actions

The Baz can take 2 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 Baz regains spent legendary actions at the start of its turn

Multiattack (Costs 2 actions). The Baz uses his Multiattack action.

Rope Whip. The Baz uses his Rope Whip attack.

Discharge. The Baz uses his Discharge attack.

Move. The Baz moves up to his full speed without provoking attacks of oppertunity.

Picture by: DrStuff

Character by: Matt & Woolie

"Ahhh, hats, my greatest passion. Nothing I enjoy more than the crisp snap of a well-tailored brim."

Mr. Hat enjoys his hats. Far, far too much. Aside from gaining special powers related to the hat that adorns his helmet'd head, he runs a hat shop simply as an excuse to obsess and collect more and more hats. Going so far as to attack strangers to steal their own hat if the urge is strong enough.



Mr. Hat

Medium Humanoid, true neutral


  • Armor Class 17 (natural armor)
  • Hit Points 139(22d8 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+4) 16 (+3) 11 (+0) 13 (+2) 14 (+3) 18 (+4)

  • Saving Throws Str +8, Dex +7, Cha +8
  • Skills Athletics +8, Insight +7, Intimidation +8, Persuasion +8
  • Damage Resistances Nonmagical bludgeoning, piercing, and slashing
  • Condition Immunities -
  • Senses passive Perception 13
  • Languages Common
  • Challenge 12 (8,400 XP)

Hat Magic. Mr. Hat's weapong attacks are magical for purpose of overcoming resistance.

Hat Switch. Mr. Hat gains the powers of whatever hat he wears. Currently, he has two: The Military hat and the Scottish cap. His moveset changes depending which he wears.

Legendary Resistance (2/Day). If Mr. Hat fails a saving throw, he can choose to succeed instead.

Military Hat. While wearing the Military Hat, Mr. Hat has proficiency in all Martial weapons, Athletics, and Intimidation

Scottish Cap. While wearing the Scottish Cap Mr. Hat has proficency in all Improvised and Thrown weapons, Insight, and Persuasion.

Actions

Multiattack. Mr. Hat can make 3 of any attack in a row.

Hat Switch. Mr. Hat switches to his other hat. Mr. Hat may make an attack using the newly equipped hat's moveset if he desires.

Longsword (Military Hat only). Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d10 + 4) slashing

Black Spear Toss (Military Hat only). Ranged Weapon Attack: +8 to hit, range 20/60ft., one target. Hit 7 (1d6 + 4) piercing. If the spears miss, they are stuck in the ground adjacent to the target, making it difficult terrain.

Discus (Scottish Hat only). Ranged Weapon Attack: +8 to hit, reach 20/60ft., one target. Hit 7 (1d8 + 3) bludgeoning

Hot Tea Toss (Scottish Hat only). Ranged Weapon Attack: +8 to hit, range 10/40ft., one target. Hit 5 (1d6 +3) slashing and 9 (2d8) fire damage.

Reactions

Spear Recall. Upon switching from the Military hat to the Scottish hat, any spears stuck in the ground are removed. Make attack rolls against any enemies within their ranges for the individual spears. Whether they hit or miss, they are destroyed and unuseable.

Legendary Actions

Mr. Hat can take 2 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. Mr. Hat regains spent legendary actions at the start of its turn.

Multiattack (Costs 2 actions). Mr. Hat uses his Multiattack action.

Single Attack. Mr. Hat can make one attack, depending on what hat he is wearing.

Hat Switch. Mr. Hat switches his current hat with the other.

Move. Mr. Hat moves up to his full speed without provoking attacks of oppertunity.

Picture by: eoghankerrigan

Character by: Alexander “Hatman” Hatzikides

"I seek only to find the bravest fighters, and test them."

Phantom Striker, the mysterious and enigmatic warrior wandering the valley in search of combat. Neither good nor evil, he seeks simply to fight, with honour, testing his opponents with his power and possibly teaching them along the way.



Phantom Striker

Medium humanoid, unaligned


  • Armor Class 14
  • Hit Points 151(18d8 + 70)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 15 (+2) 14 (+2) 15 (+2) 13 (+1)

  • Saving Throws Str +9, Wis +7
  • Skills Athletics +9, Acrobatics +10, Perception +7
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing
  • Damage Immunities lightning, thunder
  • Condition Immunities blinded, charmed, deafened
  • Senses passive Perception 17
  • Languages Common, Auran
  • Challenge 20 (25,000 XP)

Gale. If Phantom Striker starts a turn with less than half of his maximum hit points, he will summon a Gale as oer the Gust of Wind spell with the following changes: 30 feet long by 15 feet wide line, no concentration, and lasts a minute.

Legendary Resistance (2/Day). If Phantom Striker fails a saving throw, he can choose to succeed instead.

Lightning Borne. Phantom Striker's weapon attacks are magical and deal an additional 5 (1d5) lightning damage. (Included in the attacks)

Ride the Lightning. Phantom Striker can teleport extremely long distances using lightning by foregoing an action.

Actions

Multiattack. Phantom Striker can use his Lightning Recharge, then he may make 3 Lightning Jab attacks or two Lightning Lunge attacks followed by a Lightning Sweep attack..

Lightning Jab. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) piercing and 5 (1d10) lightning damage.

Lightning Lunge. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) piercing damage and as part of this attack, a bolt of lightning cracks from the Rapier's tip. Each creature in a 40ft. long, 5ft. wide line must make a Dexterity save or take 16 (3d10) lightning damage.The creature hit by the attack automatically fails the saving throw.

Lightning Sweep. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage and as part of this attack, a bolt of lightning cracks from the Rapier's tip. Each creature in a 30ft. cone must make a Dexterity save or take 22 (4d10) lightning damage. The creature hit by the attack automatically fails the saving throw.

Lightning Barrage. Ranged Spell Attack: +10 to hit, range 50ft., up to four targets. Hit 16 (3d10) Lightning damage. Projectiles can share targets. As part of this attack, Phantom Striker can teleport up to 40 feet away.

Lightning Recharge. Everyone adjacent to Phantom Striker must make a Dexterity Save, taking 11 (2d10) lightning damage on a fail and half on a success.

Legendary Actions

Phantom Striker can take 2 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. Phantom Striker regains spent legendary actions at the start of his turn.

Multiattack (Costs 2 actions). Phantom Striker uses his Lightning Jab Multiattack option.

Recharge. Phantom Striker uses his Recharge action.

Move. Phantom Striker can move up to his full speed without provoking attacks of oppertunity.

Picture by: ZSunBee aka DDONG ZZAR

Character by: Steven Ness

Mini-Bosses

Mini-Bosses are some of the toughest enemies in Shovel Knight. Each Mini-Boss is fought near the middle of a stage and must be defeated in order to proceed. They are found exclusively in Order of No Quarter stages and notably never share a level with a Major enemy.

The Alchemeister

Student to Plague Knight, The Alchemeister fights in the bird-masked madman's name. As the Mini-Boss of the Explodatorium, Plague Knight's domain, he deals damage by hurling volitile chemicals and consuming them to transform into a strange creature hellbent on the destruction of his mentor's enemies.



The Alchemeister (Human form)

Medium humanoid (human shapechanger), chaotic neutral


  • Armor Class 12 (15 with mage armor)
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 14 (+2) 19 (+4) 16 (+3) 11 (+1)

  • Saving Throws Int +8, Wis +7
  • Skills Arcana +8, History +8, Religion +8
  • Condition Immunities None
  • Senses passive Perception 13
  • Languages Common, Primodial
  • Challenge 10 (5,900 XP)

Legendary Resistance (1/Day). If The Alchemeister fails a saving throw, he can choose to succeed instead. Secret of Evolution. The Alchemeister can use his bonus action to drink a special potion that polymorphs him into an abomitable horned sasquatch-humanoid form for 5 rounds. If The Alchemister changes form after taking damage, his Hit Points stay the same in his monstrous form. Any equipment he is wearing or carrying is absorbed into the monstrous form. All damage incurred is transferred between his two forms.

Spellcasting. The Alchemeister is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +7 to hit with spell attacks). The arch mage can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation,

1st level (4 slots): find familiar, identify, mage armor, magic missile

2nd level (3 slots): detect thoughts, mirror image, misty step

3rd level (3 slots): blink, counterspell, lightning bolt

4th level (3 slots): banishment, leomund's secret chest, stoneskin

5th level (2 slots): passwall, scrying

Actions

Alchemic Hail. Melee Weapon Attack: All creatures within a 40 foot cone must succeed a DC 14 Dexterity save or take 18 (4d8) Acid and 9 (2d8) Force damage, and half as much on a successful one, as the Alchemeister lobs a variety of alchemic products and explosives.

Legendary Actions

The Alchemeister can take 1 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 Alchemeister regains spent legendary actions at the start of his turn.

Alchemic Hail. The Alchemister uses hs Alchemic Hail attack.

Evolve. The Alchemister transforms into his Monstrous form.

Spellcasting. The Alchemeister casts a cantrip.

Move. The Alchemeister can move up to his full speed without provoking attacks of oppertunity.



The Alchemeister (Monstrous form)

Large monstrosity (shapechanger), chaotic neutral


  • Armor Class 16 (natural armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+3) 8 (-1) 10 (+0) 10 (+0)

  • Saving Throws Str +8, Con +6
  • Skills Athletics +8, Perception +4, Survival +4
  • Damage Vunerabilities Fire
  • Damage Immunities bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered
  • Condition Immunities charmed, frightened, paralyzed
  • Senses blindsight 60 ft., passive Perception 14
  • Languages Understands Common and Primodial but cannot speak
  • Challenge 12 (8,400 XP)

Echolocation. While he can't hear, The Alchemeister has no blindsight.

Legendary Resistance (1/Day). If The Alchemeister fails a saving throw, he can choose to succeed instead.

Secret of Evolution. The Alchemeister can use his bonus action to return to his regular, human form. Any equipment he was wearing or carrying falls to the ground. All damage incurred is transferred between his two forms.

Keen Hearing and Smell. The Alchemeister has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. The Alchemeister makes two attacks, one with his bite, and the other wthh is claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is at least one size smaller, they must succeed a DC 16 Strength saing throw or be grappled. The Alchemister cannot bite while a creature is grappled this way.

Claws Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.

Legendary Actions

The Alchemeister can take 1 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 Alchemeister regains spent legendary actions at the start of his turn.

Feral Instinct. The Alchemister uses his Bite or Claw attacks.

Devolve. The Alchemister returns into his Human form.

Move. The Alchemeister can move up to his full speed without provoking attacks of oppertunity.

The Dinghy Dropper

A Flying Boat piloted by three Hoverhafts, this flying contraption is encountered in The Flying Machine, where Propeller Knight is fought. Dropping bombs and crash-landing to stun their enemies, this machine is bound to be knocked out of the sky.

Teethalon

As if Angler Fish weren't terrifying enough! This Mini-Boss makes it's home nearby Treasure Knight's submersible. The lure is snagged in a Treasure Chest, and with it buried under the sand, makes it awfully inconspicuous. The weakness is the lure, revealed after a short chase as it tries to hunt and devour it's prey.