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<blockquote data-quote="dave2008" data-source="post: 8080408" data-attributes="member: 83242"><p>[ATTACH=full]288111[/ATTACH]</p><p><a href="https://www.artstation.com/artwork/nyYae" target="_blank">Guardian of the Nile</a> by Lucas Torquato</p><p></p><p><strong><span style="font-size: 22px">Phoenix Knight</span></strong></p><p><em>Champion Medium humanoid (half elf), chaotic neutral</em></p><p>[ATTACH=full]125431[/ATTACH]</p><p><strong>Armor Class</strong> 17 (breastplate + shield)</p><p><strong>Hit Points </strong>120 (12d8 + 24; bloodied 60)</p><p><strong>Speed</strong> 30ft.</p><p>[ATTACH=full]125432[/ATTACH]</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>16 (+3)</td><td>12 (+1)</td><td>14 (+2)</td><td>10 (+0)</td><td>11 (+0)</td><td>16 (+3)</td></tr></table><p>[ATTACH=full]125433[/ATTACH]</p><p><strong>Saving Throws</strong> Con +4, Wis+2</p><p><strong>Skills </strong>Athletics +5, Intimidation +5, Persuasion +5</p><p><strong>Senses </strong>passive perception 10</p><p><strong>Languages </strong>Common, Elven, telepathy 60 ft.</p><p><strong>Challenge </strong>3 (1,050 champion XP) <strong>Proficiency Bonus</strong> +2</p><p>[ATTACH=full]125434[/ATTACH]</p><p><strong><em>Brave. </em></strong>The knight has advantage on saving throws against being frightened.</p><p></p><p><strong><em>Blood of the Phoenix. </em></strong>The knights's weapon attacks are magical. When the knight hits with a melee weapon, the weapon deals an extra 1d6 fire damage (included in the attack)</p><p></p><p><strong><em>Fiery Rebirth (Champion Trait, recharges after a short or long rest) </em></strong>If the knight is bloodied, it can remove one condition or effect it is suffering and it can use its champion actions.</p><p></p><p><em><strong>Maneuvers (4 / Short Rest).</strong></em> The knight’s maneuver ability is Strength (maneuver save DC 13). The knight can use one of the following maneuvers on one attack:</p><ul> <li data-xf-list-type="ul"><strong>Command Attack. </strong> The knight can use a bonus action and one attack of an attack action to direct a companion to strike. The knight chooses a friendly creature that can see or hear the knight to use its reaction to make one weapon attack, adding 4 (1d8) to the attack’s damage roll on a hit.</li> <li data-xf-list-type="ul"><strong><em>Cleave. </em></strong> If there is a target adjacent to the initial target and the attack roll to hit the original target would hit the second target, the second target takes 4 (1d8) slashing damage.</li> <li data-xf-list-type="ul"><strong>Trip. </strong> The attack causes an additional 4(1d8) slashing damage, and if the target is Large or smaller it must make a DC 13 Strength saving throw or be knocked prone.</li> </ul><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack. </em></strong>The knight makes two melee attacks.</p><p></p><p><strong><em>Kopesh.</em> </strong><em>Melee Weapon Attack.</em> +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3 (1d6) fire damage.</p><p></p><p><strong><em>Fire bolt.</em> </strong><em>Ranged spell Attack.</em> +5 to hit, range 120ft., one target. Hit: 11 (2d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.</p><p></p><p><strong><em>Innate Spellcasting (Psionics).</em></strong> The knights's innate spellcasting ability is Charisma (spell save DC 13; +5 to hit with attack spells). It can innately cast the following spells, requiring no components:</p><p></p><p>At will: <em>firebolt (see actions), mage hand (the hand is invisible), mind sliver</em></p><p>3/day each: <em>jump, detect thoughts</em></p><p></p><p><strong><em>Leadership (Recharges after a Short or Long Rest).</em></strong> For 1 minute, the knight can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.</p><p></p><p><u><strong>REACTIONS</strong></u></p><p><strong><em>Psychic Shield.</em></strong> When the knight or an ally within 20 feet of it is hit an attack, the knight creates a shield of psychic flame, reducing the damage of the attack by 6 (1d6+3).</p><p></p><p><strong><u>CHAMPION ACTIONS</u></strong></p><p>Once the knight's champion trait is activated, on its initiative count +10 it can take one of the following actions.</p><p></p><p><strong>Burning Touch.</strong> The knight can make the following attack. <em>Melee Weapon Attack.</em> +5 to hit, reach 5 ft., one target; <em>Hit.</em> 3 (1d6) fire damage and can't take reactions until the end of the knight's next turn.</p><p><strong>Psionic Attack (Recharge 5-6).</strong> The knight uses one of the psionic abilities:</p><ul> <li data-xf-list-type="ul"><strong>Psychic Blast.</strong> The knight releases a psychic scream in a 20-foot radius. All creatures if its choice within the area must make a DC 14 Wisdom saving throw, taking 17 (5d6) psychic damage on a failed save, or half as much on a successful one.</li> <li data-xf-list-type="ul"><strong>Dominate.</strong> The knight selects one humanoid it can see within 15 feet of it. The creature must make a DC 13 Wisdom saving throw or be charmed. While charmed this way, the knight controls the creature as if it was affected by the spell<em> dominate person.</em> At the end of each of the target's turns it can make another saving throw, ending the effect on itself on a success.</li> </ul></blockquote><p></p>
[QUOTE="dave2008, post: 8080408, member: 83242"] [ATTACH type="full"]288111[/ATTACH] [URL='https://www.artstation.com/artwork/nyYae']Guardian of the Nile[/URL] by Lucas Torquato [B][SIZE=6]Phoenix Knight[/SIZE][/B] [I]Champion Medium humanoid (half elf), chaotic neutral[/I] [ATTACH type="full" alt="1599051270362.png"]125431[/ATTACH] [B]Armor Class[/B] 17 (breastplate + shield) [B]Hit Points [/B]120 (12d8 + 24; bloodied 60) [B]Speed[/B] 30ft. [ATTACH type="full" alt="1599051271601.png"]125432[/ATTACH] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]16 (+3)[/TD] [TD]12 (+1)[/TD] [TD]14 (+2)[/TD] [TD]10 (+0)[/TD] [TD]11 (+0)[/TD] [TD]16 (+3)[/TD] [/TR] [/TABLE] [ATTACH type="full" alt="1599051272873.png"]125433[/ATTACH] [B]Saving Throws[/B] Con +4, Wis+2 [B]Skills [/B]Athletics +5, Intimidation +5, Persuasion +5 [B]Senses [/B]passive perception 10 [B]Languages [/B]Common, Elven, telepathy 60 ft. [B]Challenge [/B]3 (1,050 champion XP) [B]Proficiency Bonus[/B] +2 [ATTACH type="full" alt="1599051274761.png"]125434[/ATTACH] [B][I]Brave. [/I][/B]The knight has advantage on saving throws against being frightened. [B][I]Blood of the Phoenix. [/I][/B]The knights's weapon attacks are magical. When the knight hits with a melee weapon, the weapon deals an extra 1d6 fire damage (included in the attack) [B][I]Fiery Rebirth (Champion Trait, recharges after a short or long rest) [/I][/B]If the knight is bloodied, it can remove one condition or effect it is suffering and it can use its champion actions. [I][B]Maneuvers (4 / Short Rest).[/B][/I] The knight’s maneuver ability is Strength (maneuver save DC 13). The knight can use one of the following maneuvers on one attack: [LIST] [*][B]Command Attack. [/B] The knight can use a bonus action and one attack of an attack action to direct a companion to strike. The knight chooses a friendly creature that can see or hear the knight to use its reaction to make one weapon attack, adding 4 (1d8) to the attack’s damage roll on a hit. [*][B][I]Cleave. [/I][/B] If there is a target adjacent to the initial target and the attack roll to hit the original target would hit the second target, the second target takes 4 (1d8) slashing damage. [*][B]Trip. [/B] The attack causes an additional 4(1d8) slashing damage, and if the target is Large or smaller it must make a DC 13 Strength saving throw or be knocked prone. [/LIST] [B][U]ACTIONS[/U] [I]Multiattack. [/I][/B]The knight makes two melee attacks. [B][I]Kopesh.[/I] [/B][I]Melee Weapon Attack.[/I] +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3 (1d6) fire damage. [B][I]Fire bolt.[/I] [/B][I]Ranged spell Attack.[/I] +5 to hit, range 120ft., one target. Hit: 11 (2d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. [B][I]Innate Spellcasting (Psionics).[/I][/B] The knights's innate spellcasting ability is Charisma (spell save DC 13; +5 to hit with attack spells). It can innately cast the following spells, requiring no components: At will: [I]firebolt (see actions), mage hand (the hand is invisible), mind sliver[/I] 3/day each: [I]jump, detect thoughts[/I] [B][I]Leadership (Recharges after a Short or Long Rest).[/I][/B] For 1 minute, the knight can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. [U][B]REACTIONS[/B][/U] [B][I]Psychic Shield.[/I][/B] When the knight or an ally within 20 feet of it is hit an attack, the knight creates a shield of psychic flame, reducing the damage of the attack by 6 (1d6+3). [B][U]CHAMPION ACTIONS[/U][/B] Once the knight's champion trait is activated, on its initiative count +10 it can take one of the following actions. [B]Burning Touch.[/B] The knight can make the following attack. [I]Melee Weapon Attack.[/I] +5 to hit, reach 5 ft., one target; [I]Hit.[/I] 3 (1d6) fire damage and can't take reactions until the end of the knight's next turn. [B]Psionic Attack (Recharge 5-6).[/B] The knight uses one of the psionic abilities: [LIST] [*][B]Psychic Blast.[/B] The knight releases a psychic scream in a 20-foot radius. All creatures if its choice within the area must make a DC 14 Wisdom saving throw, taking 17 (5d6) psychic damage on a failed save, or half as much on a successful one. [*][B]Dominate.[/B] The knight selects one humanoid it can see within 15 feet of it. The creature must make a DC 13 Wisdom saving throw or be charmed. While charmed this way, the knight controls the creature as if it was affected by the spell[I] dominate person.[/I] At the end of each of the target's turns it can make another saving throw, ending the effect on itself on a success. [/LIST] [/QUOTE]
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