Chesspiece, Glass Knight

Large construct, unaligned

Armor Class 18 (natural armor, shield)
Hit Points 67 (9d10 + 18); Wound Threshold N/A
Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 8 (-1) 7 (-2) 10 (+0)

Damage Vulnerabilities bludgeoning, thunder
Damage Immunities acid, lightning, poison
Condition Immunities blinded, charmed, exhausted, frightened, numb, poisoned, possessed
Senses darkvision 60 ft., passive Perception 8
Languages understands Deep Speech but can’t speak
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Standing Leap. The glass knight’s long jump is up to 20 feet, and its high jump is up to 10 feet, with or without a running start.
  • Glass Shards. When the glass knight takes bludgeoning or thunder damage, each creature within 5 feet of it must make a DC 13 Dexterity save, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one.
  • Immutable Form. The glass knight is immune to any spell or effect that would alter its form.

ACTIONS

  • Multiattack. The glass knight makes two glass blade attacks.
  • Glass Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

BONUS ACTIONS

  • Cunning Action. The glass knight can take the Dash, Disengage, or Hide action as a bonus action.

REACTIONS

  • Protection. When a creature within 5 feet of the glass knight is the target of an attack, the glass knight can impose disadvantage on the attack roll. The glass knight can only use this reaction if wielding a shield.

ABOUT

Glass chess pieces are constructs created by an entity known only as the puppeteer.

The puppeteer places its pieces in advance if possible.

  • One (1) King of the Mist Lakes. This piece activates when a creature other than the puppeteer moves within 10 feet. All creatures within 20 feet must then make a DC 18 Intelligence saving throw or fall unconscious. An unconscious creature comes to if it takes damage or another creature uses an action to wake it up.
  • One (1) Queen. This piece activates when a creature other than the puppeteer moves within 10 feet. A powerful crystalline sound rings out. Any creature within 20 feet must make a DC 18 Constitution saving throw, taking 22 (4d10) thunder damage on a failed save.
  • Two (2) Bishops. When a bishop is activated, it takes on the appearance of the puppeteer. It can talk, move, and act according to the puppeteer’s will. It has minor illusions to give the appearance it can act on the surroundings. The puppeteer can simultaneously use mage hand to enhance the trickery. Each time a creature targets the puppeteer with an attack, it rolls 1d20 to determine if one of the bishops are targeted instead. If there are two, the puppeteer must roll a 6 or higher. If there’s one, it must roll 8 or higher. A bishop has 12 AC. A bishop is destroyed if hit with an attack, but can only be destroyed by an attack that touches it. It ignores other damage and effects.
  • Two (2) Glass Knights. This piece summons a glass knight (see Glass Knight).
  • Two (2) Guardian Rooks. The rooks attract ranged spells like lightning rods. They pull in and neutralize any spell passing within 10 feet of them, and dissipate after absorbing 100 damage.
  • Eight (8) Pawns. This piece activates when creatures other than the puppeteer move within 5 feet. It then starts to glow. Creatures within 10 feet must succeed on a DC 18 Dexterity saving throw or take 17 (2d10 + 6) psychic damage.
Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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