Knight (PC)

Medium Hive


Armor Class
18 (natural armor)
Health Points
75 (10d8+30)+ your Con. modifier
Health Points at higher levels
Add your Constitution modifier for every level after 1st, minimum 0.

Example | 1st: 75 | 2nd: 78 | 3rd: 81 |

Speed
Walking 30 ft. Climb 15 ft.

Weight Limit 255 lbs.


STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 13 (+1) 14 (+2) 14 (+2)

Saving Throws Str +6, Dex +3, Cha +5

Skills Athletics +6, Perception +5, Religion +5

Senses
darkvision 120 ft., blindsight 30 ft., Passive Perception 15
Languages
Krill
Proficiency Bonus Hack DC
+3 -

Traits

Sword Logic. The Knight is a 2nd-level tainted Hive. Its Hive ability is Wisdom (ability save DC 14, +5 to hit) You have the following abilities:

Bolstering Leadership: superclass ability, 1 charge, Range: 30 ft., Duration: up to 1 minute, Choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier., recharge d6 [6] or a brief rest.

Cleaver Slam super ability, 1 charge, recharge d20 [18] or a short rest, Destroy Creature CR 3 or lower. Once your super is activated, you make a slam attack in a 25 feet radius. Targets must make a DC 18 Dexterity saving Throw. On a failed save, they take 3d10 + your Wisdom modifier + your Hive level bludgeoning damage on a failed save, or half as much on a success

Origin Traits

Frightening Presence: Anyone within eyesight of you must roll a DC 14 Wisdom saving throw or else become frightened. If they fail, they become frightened of you. They can repeat the saving throw at the end of their turns. On a successful saving throw, they become immune to being frightened for the next 24 hours.

Actions

Multiattack. The knight takes two shots with its boomer cannon.

Boomer Cannon Payload Firearm Weapon Attack: DC 14, scope 60/120/340 (close), radius 5ft. Failed save (half on success): 14 (2d10+3) explosive arc damage.

Cleaver Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage. If the knight is holding this weapon with two hands when it hits with an attack, it can use a bonus action to cause the attack to deal an additional 21 (6d6) darkness damage.

Reactions

Shield of Darkness (recharge d6 [5]). If a creature makes a weapon attack against the knight, the knight can summon a shield of pure Darkness to completely negate all effects of the attack, including all damage or saving throws from payload weapons. The knight heals itself for 10 (3d6) hit points when it does this.