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Thistle
2006-11-17, 07:14 PM
Couldn't think of a good name.

False Knight
Large Magical Beast
HD 6d10+24 (57 HP)
Speed 60 ft. (12 squares)
Init +2
AC 16(-1 Size, +2 Dex, +5 Natural); touch 11; flat-footed 14
BAB +6; Grp +14
Attack Gore +10 (1d8+5, x3 crit)
Full-Attack Gore +10 (1d8+5), 2 hooves +5 (1d6+5) and bite +5 (1d6+5)
Space 10 ft.; Reach 5 ft
Special Attacks Powerful Charge, Lance
Special Qualities Darkvision, Low-light vision, Scent, Knighted
Saves Fort +9 Ref +7 Will +4
Abilities Str 20, Dex 15, Con 19, Int 2, Wis 15, Cha 10
Skills Listen +6, Spot +6
Feats Dodge, Mobility, Spring Attack
Environment Temperate Plains
Organization Exiled Knight (1), Squad (5-10), Calvary (11-30)
Challenge Rating 5
Treasure None
Alignment Neutral
Advancement 7-10 (Large), 11-15 (Huge)
Level Adjustment –

A knight in worn full plate rides atop a mighty steed. The stallion looks at you and then the knight turns as well and, lowering a lance in your direction, he charges

A False Knight has all the appearance of a soldier on a warhorse but is in fact one creature. They graze the plains in small herds or groups. The “knight” is more often for show than attack, with males with larger more robust “riders” attracting the females. Other times “jousts” over territory is another use of the knight. The territorial streak is what often causes False Knights to attack other creatures to drive them away.

Combat

Female False Knights will likely employ spring attacks, attempting to lead the offending creature out of the herds territory. Males prefer to enter the fray and use full attacks.

Powerful Charge A False Knight deals 3d8+15 damage with its gore attack when it makes a charge.

Lance A False Knights gore attack comes from the rider's lance. As such it acts like a lance in some respects. It has a reach of 10ft and cannot be used to attack adjacent enemies (though it can attack them with its hooves and bite). It deals double damage on a charge (this is already taken into account in Powerful charge).

Knighted A False Knight has prehensile bundle of hardened skin and bone on its back that looks like a rider in full plate with a lance. The False Knight can use this rider to attack and protect itself from harm. The rider is considered to have the mounted combat feat, a ride skill of +9, an AC of 20 (touch 12, flat footed 18) and 23 hp. The loss of this rider (though detrimental during mating season) does not actualy harm a False Knight though it can no longer use its gore attack. It takes six months to regrow a rider.

Captain van der Decken
2006-11-17, 07:20 PM
Niiiiiiiice.
False Knight seems like a good name to me.
What would be the standard attack if they lose the rider?