Difference between revisions of "Zekaiyel Halam"

From OakthorneWiki
Jump to navigationJump to search
 
Line 30: Line 30:
 
REACTIONS <br>
 
REACTIONS <br>
 
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.
 
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.
 +
 +
 +
Magic Items and Treasure:
 +
 +
+1 Longsword, +2 Shield of Terror, Cloak of Protection, Bag of Holding <br>
 +
 +
100 gp of seashore souvenirs, 100 gp of fancy Bardu clothing, 1900 gp

Latest revision as of 21:57, 14 December 2016

Zekaiyel Halam, Knight
Medium humanoid (Human), Lawful neutral
Armor Class 23 (stone platemail, Shield of Terror +2, Cloak of Protection)
Hit Points 72 (9d8 + 16) ; Hit Dice 9d8
Speed 30ft.

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

Saving Throws Con +6, Dex +1, Wis +4
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: +7 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, DC 13; 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: +3 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.


Magic Items and Treasure:

+1 Longsword, +2 Shield of Terror, Cloak of Protection, Bag of Holding

100 gp of seashore souvenirs, 100 gp of fancy Bardu clothing, 1900 gp