Marrow Knight

Large undead, neutral evil

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 14 (+2) 5 (-3) 10 (+0) 14 (+2)

Armor Class 18 (plate)
Hit Points 75 (10d10 + 20)
Speed 60 ft.
Skills Intimidation +5
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands Ledean but does not speak
Challenge 5 (1,800 XP)

Special Traits

  • Charge of the Skeletal Brigade. If the marrow knight moves at least 20 feet straight towards a creature it has advantage on any lance attacks against that creature for that turn, and any hit does an additional 14 (3d6 + 4) piercing damage.

Actions

  • Multiattack. The marrow knight makes two greatsword or two greatbow attacks.
  • Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage. This weapon has disadvantage against opponents within 5 ft.
  • Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
  • Greatbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Tactics

The marrow knights’ favored attack is to charge in as a group and strike with their lances, then lay about indiscriminately with their greatswords. They will only use their bows if they are unable to engage in melee combat, whether due to terrain or orders.

Description

A tall creature looms ahead, seeming to be the skeleton of a centaur or other man-beast. It is armored in steel plate, carries a mighty lance in its hands and has a great sword slung over its shoulder. Wicked bone spurs protrude from its joints.

Blind Obedience. Marrow knights have a measure of intelligence, even sentience, but they have no independent thought of their own.

Through the rites of their creation they are compelled to obey necromancers; they possess no other ambition.

Marrow knights are not sophisticated tacticians, but those under a necromancer’s direct command gain the benefit of their master’s intelligence and can follow more complicated instructions. On their own, without direct orders, they may come up with creatively illogical interpretations of their duties, invariably leading to horror and slaughter.

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