5e SRD >Creatures >

Wyrmwood Knight

Medium humanoid (human), lawful good

Armor Class 20 (plate armor and shield)
Hit Points 162 (16d8 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 11 (+0) 12 (+1) 15 (+2)

Saving Throws Cha +5, Con +6, Wis +4
Skills Persuasion +5, Religion +4
Senses passive Perception 12
Languages Iesani, any one additional language
Challenge 7 (2,900 XP)

SPECIAL TRAITS

  • Aura of Courage. The wyrmwood knight and any allies with 30 ft. of the Knight can’t be frightened while the knight is conscious.
  • Indomitable (2/Day). The knight rerolls failed saving throws.
  • Rallying Cry (Recharges after a short or long rest). As a bonus action, the wyrmwood knight can choose up to 3 allied creatures within 60 feet (including itself) that can see or hear it. Each target regains 14 hit points.

ACTIONS

  • Multiattack. The knight makes three melee attacks.
  • Great Weapon. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) slashing damage.
  • Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.

REACTIONS

  • Parry. The wyrmwood knight adds +3 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.
Section 15: Copyright Notice

Cloak & Coin Campaign Setting Copyright 2021. Red Turban Press, Inc. Authors: Laljit Sidhu, Bjorn Dingeldein, Jon Giordano