Knight Gaunt

Medium undead, chaotic evil

Armor Class 16 (chain mail)
Hit Points 38 (7d8 + 7)
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 11 (+0) 13 (+1) 15 (+2)

Skills Intimidation +4, Perception +5
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages the languages it knew in life
Challenge 2 (450 XP)

Actions

  • Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage.
  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
  • Smite Good (1/day). As a bonus action, the knight gaunt chooses one target within sight. If this target is good aligned, the knight gaunt adds an extra 9 (2d8) necrotic damage to attacks it makes against that target. The smite good remains in effect until the target of the smite is dead or until 24 hours have passed.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.

This is not the complete license attribution - see the full license for this page