Sleepless Knight


"Sleep is God. Go worship."

- a Sleeping Knight as he lowered the princess into a coma.


The sleepless knight wears heavy dark blue robes which mostly conceals their plate armour, as a result they appear to be large, imposing figures. Their faces are obscured by their helmet beneath their hoods. Their robes are peppered with sand, which gives them a glistening, glittering quality.

Mister Sandman. The Lord of Night's servants, using their deadly sands to blind and disorientate his enemies, before tiring them into submission or unconciousness. The knight enjoys harassing its target by compounding it with exhaustion and using the dream spell to deny rest.

The Lord of Night is oft referred to as The Sandman, however the fables and fairytales told to children paint a fair nicer image of him than the truth. The Lord of Night delights in capturing his adversaries alive, and trapping them within their deepest nightmares.

Immunity to Unconciousness

This condition immunity obviously means the Sleepless Knight is immune to spells or effects that cause unconciousness, however it is worth noting this includes being brought to 0 HP. If the knight is brought to 0 HP by a nonlethal strike, then they are at 0 HP, stable, and concious.
   Adventurers will find it extremely difficult to take a Sleepless Knight alive without resorting to more complicated measures.



Sleepless Knight

Medium fey, lawful neutral


  • Armor Class 18 (plate)
  • Hit Points 190 (20d8 + 100)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 20 (+5) 12 (+1) 15 (+2) 16 (+3)

  • Saving Throws Str +11, Cha +8
  • Skills Arcana +6
  • Damage Resistances slashing and piercing from nonmagical weapons
  • Condition Immunities exhaustion, unconcious
  • Senses passive Perception 12
  • Languages Common, Elvish, Sylvan
  • Challenge 13 (10,000 XP)

Deadly Sands. The knight’s sands of slumber attacks are magical, providing a +1 to attack and damage rolls.
   Additionally, being within 5 feet of a hostile creature doesn’t impose disadvantage on the Knight's ranged attack rolls.

Exhausting Aura. Any creature that end its turn within 30 feet of the knight must make a DC 16 Wisdom saving throw, unless the knight is incapacitated. On a failed save, the creature falls unconscious for 1 minute. The sleeper wakes up if it takes damage, or someone uses an action to shake or slap the sleeper awake. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the knight's Exhausting Aura for the next 24 hours.

Innate Spellcasting. The knight's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: booming blade, sleep
3/day: dream
1/day: eyebite

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

Sleepless. The knight doesn't need to sleep, and magic can't put the knight to sleep.

Actions

Multiattack. The knight makes three sands of slumber attacks. It can use Wave of Exhaustion in place of one attack if it is available.

Sands of Slumber. Ranged Weapon Attack: +12 to hit, range 10/20 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a creature, it must then succeed on a DC 16 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Eternal Slumber (Recharges after a Long Rest). The knight points at a creature it can see. The target must succeed on a DC 16 Wisdom saving throw (with advantage it is are hostile to the knight) or fall unconcious unable to be awoken. While asleep, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.
   A dispel magic spell can end the effect only if it is cast as a 8th-level spell. The knight can choose to end the effect as a bonus action.

Wave of Exhaustion (Recharge 5-6). The knight flings sand into the air in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 33 (6d10) bludgeoning damage and gains one level of exhaustion. On a successful save, the creature takes half as much damage and no other effect. When a creature finishes a long rest, it recovers from all exhaustion caused by this effect.

Created by u/IndirectLemon