Knight Ab-errant
Armor Class 14 (armor scraps)
Hit Points 93 (11d10+33)
Speed 30 ft.
Saving Throws Str +7, Dex +4
Skills Athletics +7, Intimidation +4
Damage Immunities —
Condition Immunities —
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 5 (1,800 XP)
Actions
Reactions
Legendary Actions
A man of supernatural physique swings his mighty hammer with the ease and abandon of a child wielding a fallen tree branch. Beneath his ruined tabard, swirling runes and sigils dance across an impossibly muscular frame._ Once ordinary warriors, these towering behemoths have been scourged by wild and unpredictable magic that lingers in forgotten and forbidden parts of the world. **Revised Beyond Recognition.** Perhaps a paladin claims a trophy from an ancient and unknowable force from beyond the stars, after routing a dungeon of its followers— and slowly, the trophy changes him. In the heat of combat, a simple swordsman might quaff the wrong potion and be spontaneously transformed by an errant wizard’s experimental brew. Whatever their origins, they now walk the world as hulking abominations, gifted strength unimaginable in an ironic reflection of their former selves. **Born of Boons.** Although many knights ab-errant may be altered after exposure to unpredictable arcane sorcery, some were created by divine magic. These may be devotees of trickster gods, or ones that are especially cruel, or they may have prayed to innocuous deities in ways that were unorthodox or otherwise wanting.
Source: Tome of Beasts 2 © 2020, Open Design LLC. Used under the Open Gaming License v1.0a.
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