Difference between revisions of "Zekaiyel Halam"

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Zekaiyel Halam, Knight <br>
 
Zekaiyel Halam, Knight <br>
 
Medium humanoid (Human), Lawful neutral <br>
 
Medium humanoid (Human), Lawful neutral <br>
Armor Class 21 (stone platemail, shield, Cloak of Protection) <br>
+
Armor Class 23 (stone platemail, Shield of Terror +2, Cloak of Protection) <br>
 
Hit Points 52 (8d8 + 16) <br>
 
Hit Points 52 (8d8 + 16) <br>
 
Speed 30ft. <br>
 
Speed 30ft. <br>
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+1 Longsword: Melee Weapon Attack: +6 to hit, one target. Hit: 9 (1d8 + 4) slashing damage.
 
+1 Longsword: Melee Weapon Attack: +6 to hit, one target. Hit: 9 (1d8 + 4) slashing damage.
 +
 +
+2 Shield of Terror: The front of this shield has been intricately molded to depict the ferocious head of a Wyvern. Has 4 charges. As a bonus action the wielder can expend one charge, and cause one creature within 30 ft to make a Constitution saving throw; on a failed save the creature is frightened for 1 minute. At dawn, roll 1d4 and regain that many charges (max 4); if all charges are expended, the magic within disappears, never to return.
  
 
Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (ld10) piercing damage.
 
Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (ld10) piercing damage.

Revision as of 13:48, 3 December 2016

Zekaiyel Halam, Knight
Medium humanoid (Human), Lawful neutral
Armor Class 23 (stone platemail, Shield of Terror +2, Cloak of Protection)
Hit Points 52 (8d8 + 16)
Speed 30ft.

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

Saving Throws Con +5, Dex +1, Wis +3
Senses: passive Perception 10
Languages: Common
Brave: The knight has advantage on saving throws against being frightened.

ACTIONS
Multiattack. The knight makes two melee attacks.

+1 Longsword: Melee Weapon Attack: +6 to hit, one target. Hit: 9 (1d8 + 4) slashing damage.

+2 Shield of Terror: The front of this shield has been intricately molded to depict the ferocious head of a Wyvern. Has 4 charges. As a bonus action the wielder can expend one charge, and cause one creature within 30 ft to make a Constitution saving throw; on a failed save the creature is frightened for 1 minute. At dawn, roll 1d4 and regain that many charges (max 4); if all charges are expended, the magic within disappears, never to return.

Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (ld10) piercing damage.

Leadership (Recharges after a Short or Long Rest): For 1 minute, the knight can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

REACTIONS
Parry: The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.