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JNAProductions
2019-02-12, 09:51 AM
The Phantom Knights Of Ancient Cloak
Medium Undead, Chaotic Evil
Armor Class 18 (Magical Shielding)
Hit Points 130 (20d8+40)
Speed Fly 30'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


6 (-2)
16 (+3)
14 (+2)
14 (+2)
14 (+2)
14 (+2)


Saving Throws Strength +1
Skills Stealth +9, Deception +5, Perception +5
Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical and non-blessed weapons
Damage Immunities Necrotic, Poison
Damage Vulnerabilities Radiant
Condition Immunities Exhausted, Poisoned
Senses Darkvision 120', Passive Perception 15
Languages Common
Challenge The goal is 5-7
Alarmingly Hard To Hit In any turn when Ancient Cloak does not make a direct attack, they may Dodge as a bonus action.

Actions
Ray Of Demise Ranged Spell Attack: +5 to-hit, range 120', one animate target. Hit: 2d10 necrotic damage, and the target halves all damage they deal until the end of Ancient Cloak's next turn.

Haunt Melee Spell Attack: +5 to-hit, reach 5', one animate target. Hit: 4d10 necrotic damage, and the target must make a DC 13 Constitution saving throw. On a failure, their maximum HP is reduced by the amount of necrotic damage they took. If their maximum HP is reduced to zero in this fashion, they immediately die.

Multiattack Ancient Cloak uses Ray Of Demise or Enervate twice.

Enervate Ancient Cloak selects a target they can see within 120'. They must make a DC 13 Constitution saving throw. On a failure, they have disadvantage on attack rolls, any saves they force others to make are made with advantage, any saves they must make are made with disadvantage, and anyone attacking them has advantage. This lasts until the start of Ancient Cloak's next turn. This is not considered a direct attack.

The Phantom Knights Of Silent Boots
Medium Undead, Chaotic Evil
Armor Class 18 (Studded Leather)
Hit Points 135 (18d8+54)
Speed 50'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


8 (-1)
22 (+6)
16 (+3)
14 (+2)
14 (+2)
14 (+2)


Skills Stealth +12, Acrobatics +9
Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical, non-blessed weapons.
Damage Immunities Necrotic, Poison
Damage Vulnerabilities Radiant
Condition Immunities Poisoned, Exhausted
Senses Darkvision 120', Passive Perception 12
Languages Common
Challenge Goal is 5-7
Phantom Knights Support While within 120' and line of sight of an allied and active Phantom Knight, Silent Boots gains 6 THP at the start of their turn, and increases all damage they deal by three.

Actions
Kick Melee Weapon Attack: +9 to-hit, reach 5', one target. Hit: 2d4+6 bludgeoning damage.

Multiattack Silent Boots makes three Kick attacks.

Bonus Actions
Cunning Action Silent Boots Dashes, Disengages, or Hides.

The Phantom Knights Of Ragged Gloves
Medium Undead, Chaotic Evil
Armor Class 14
Hit Points 119 (14d8+56)
Speed Fly 30'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


18 (+4)
18 (+4)
18 (+4)
14 (+2)
14 (+2)
14 (+2)


Skills Athletics +7
Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical, non-blessed weapons
Damage Immunities Necrotic, Poison
Damage Immunities Radiant
Condition Immunities Exhausted, Poisoned
Senses Darkvision 120', Passive Perception 12
Languages Common
Challenge Goal is 5-7
Arms Of The Supreme Ragged Gloves can choose to, as a bonus action, sacrifice their unlife to a more powerful monster. That monster gains 7 THP at the start of each of their turns and deals an additional 7 points of damage with every attack. This lasts until the creature takes a long rest.

Actions
Slam Melee Weapon Attack: +7 to-hit, reach 5', one target. Hit: 2d8+4 bludgeoning damage.

Extra Attack III Ragged Gloves makes four attacks with their Slam or other attack actions.

The Phantom Knights Of Cloven Helm
Medium Undead, Chaotic Evil
Armor Class 16 (Natural Armor)
Hit Points 150 (20d8+60)
Speed Fly 30'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


16 (+3)
16 (+3)
16 (+3)
14 (+2)
14 (+2)
14 (+2)


Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical, non-blessed weapons
Damage Immunities Necrotic, Poison
Damage Vulnerability Radiant
Condition Immunities Exhausted, Poisoned
Senses Darkvision 120', Passive Perception 12
Languages Common
Challenge Goal is 7-9.
Reaper Of The Damned Whenever a Phantom Knight takes damage while within 120' and line of sight of Cloven Helm, Cloven Helm gains +3 to their next damage roll. If a Phantom Knight dies within that range, Cloven Helm gains advantage on all attacks until the end of their next turn, as well as +3 damage to all those rolls. This cannot stack with itself.

Actions
Bash Melee Weapon Attack: +6 to-hit, reach 5', one target. Hit: 2d6+3 bludgeoning damage.

Ray Of Death Ranged Spell Attack: +5 to-hit, range 120', one animate target. Hit: 2d10 necrotic damage.

Multiattack Cloven Helm makes six attacks with either Ray of Death or Bash.

The Phantom Knights Of Fragile Armor
Medium Undead, Chaotic Evil
Armor Class 19 (Natural Armor)
Hit Points 238 (25d8+125)
Speed 30'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


14 (+2)
14 (+2)
20 (+5)
14 (+2)
14 (+2)
14 (+2)


Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical, non-blessed weapons
Damage Immunities Necrotic, Poison
Damage Vulnerability Radiant
Condition Immunities Exhausted, Poisoned
Senses Darkvision 120', Passive Perception 12
Languages Common
Challenge Goal is 7-9
Burning Mail Anyone who begins their turn adjacent to Fragile Armor or enters a square next to him suffers 1d4 fire damage.

Actions
Slam Melee Weapon Attack: +5 to-hit, reach 5', one target. Hit: 2d8+2 bludgeoning damage.

Multiattack Fragile Armor makes three Slam attacks.

Bonus Actions
Where I Am Needed If a Phantom Knight took damage in the past turn, Fragile Armor can teleport up to 60', so long as they end adjacent to the creature that took damage. Alternatively, they may prepare themselves as a bonus action-when a Phantom Knight would take damage before the start of Fragile Armor's next turn, they may teleport up to 60', ending adjacent to the creature that was about to be damaged, and take the attack on themselves.