Rotten Knight | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Rotten Knight CR: 10

Large monstrosity, construct, unaligned
Armor Class: 21 (Black Plate Armor) (+6 with Black Tower Shield)
Hit Points: 675
Speed: 20 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

23 +6

DEX

15 +2

CON

28 +9

INT

2 -4

WIS

8 -1

CHA

1 -5

Saving Throws: STR (+11), CON (+14)
Damage Vulnerabilities: Acid, Fire, Lightning, Radiant
Damage Resistances: Acid (while in armor), Bludgeoning (while in armor), Cold (while in armor), Force (while in armor), Piercing (while in armor), Radiant (while in armor), Slashing (while in armor)
Damage Immunities: Necrotic, Poison, Psychic
Condition Immunities: Charmed, Frightened, Paralyzed (while in armor), Poisoned, Stunned (while in armor)
Senses: Blindsight (10 feet), Passive Perception (9)
Challenge Rating: 10

Hulking Mass: The Rotten Knight is composed of a colony of living flesh creatures, created from the bodies of the hotel guests. The colony is composed of eleven small sized bunches of flesh worms, each with 75 total hitpoints and an AC of 12. Each flesh worm can act independently, but when they assemble inside the black plate armor, they combine to create one symbiotic mass of flesh which pilots the armor. When assembled, the total HP pools of all the flesh worms are combined into one pool of 675, they gain the various bonuses of the black plate armor, and they gain the ability to use the tower shield.   Stench: The Rotten Knight's overpowering smell is toxic and debilitating to other creatures. When a creature starts its turn within ten feet of the Knight, it must make a DC 15 Constitution saving throw. On a save failure, the creature gains a vulnerability to poison damage and makes all Constitution saving throws with disadvantage until the start of its next turn, including the save to resist the stench if it begins its turn within range again thereafter. On a save success, the creature is unaffected by the stench, and is then immune to the stench for one minute thereafter. Additionally, while within 60 feet of the Knight, all creatures' Perception checks based on smell made to detect it are rolled with advantage.   Item Effect (Black Plate Armor): While assembled inside the black plate armor, the colony of flesh worms which compose the Rotten Knight gain a variety of benefits. In addition to the AC bonus provided by the armor, the Knight gains resistance to Acid, Bludgeoning, Cold, Force, Piercing, Radiant, and Slashing damage, as well as immunity to the Paralyzed and Stunned conditions. The Knight also gains a multiattack, and can use the Grasp, Shield Bash, and Spore Cloud attacks while assembled inside the armor.

  • The plate armor possesses a large keyhole on its chest, which a player utilizing the sword key can use to unlock the armor, disassembling it and exposing the flesh worms inside. In order to do so, the Knight must not be grappling another creature, and must then be staggered by a player, either by using an action to make a contested grapple check against the Knight, or by otherwise using an effect which grapples, knocks prone, moves back, or restrains the Knight. While staggered, the Knight cannot gain an AC bonus from its tower shield, and all attack rolls made agaisnt it have advantage. Once staggered, the player wielding the sword key can make an attack roll against the Knight in order to insert the key and turn the key. Thereafter, the armor disassembles, and the Knight splits back into a number of small sized flesh worm creatures equal to the number of hitpoints that the Knight has remaining divided by 75.

Actions

Attacks:

  • Multiattack: When taking the attack action, the Rotten Knight can make two Grasp, Shield Bash, or Spore Cloud attacks in any combination.
  • Grasp: Reach (10 feet). +11 to hit, 2d10 + 6 bludgeoning damage. When this attack hits a target, the Rotten Knight chooses one of two effects.
    • Effect #1: When hit with this attack, the target must make a DC 19 Strength or Dexterity saving throw (target's choice). On a save failure, the target is grappled by the Rotten Knight, and must use their action to make a contested Strength check against it in order to break free on the target's turn. The target can also be freed by another creature on its turn, if that creature uses an action to stagger the Knight (detailed in abilities if a creature staggers the Knight while it is grappling a target, the grapple ends. On a save success, the target is not grappled. While grappling a target, the Knight cannot make additional Grasp attacks against any other target until the grapple has ended.
    • Effect #2: When hit with this attack, the target must make a DC 22 Constitution saving throw. On a save failure, the target takes an additional 3d6 Poison damage, and must spend their action on their next turn heaving and retching in sickness. On a save success, the target takes half as much Poison damage, and can use their action normally. Once a target succeeds on the saving throw for this effect, they are immune to this effect for one minute thereafter.
  • Shield Bash: Reach (10 feet). +11 to hit, 2d12 + 6 bludgeoning damage. When hit with this attack, the target must make a DC 19 Strength saving throw. On a save failure, the target is knocked prone and pushed back ten feet; on a save success, the target resists the push and remains standing.
  • Blood Spray: Reach (20 feet). +14 to hit, 2d6 + 6 poison damage. This attack can target each creature in a twenty-foot line, with the Rotten Knight making a separate attack roll for each creature in the area of effect. When hit with this attack, the target must make a DC 22 Constitution saving throw. On a save failure, the target takes 3d6 poison damage and takes on the Poisoned condition until the start of the Knight's next turn; on a save success, the target takes half as much poison damage, and does not suffer the Poisoned condition.
  • Flesh Slap (Flesh Worm form only): Reach (5 feet). +4 to hit, 1d4 bludgeoning damage.

A hulking mass of rotting flesh and gore, given life and assembled inside of a massive suit of black plate armor, bearing a huge tower shield. It stalks the halls of Paulinus's dream and hunts the party through the hotel, using disease and pestilence to debilitate and kill them.   Proficiency Bonus: +5   Equipment:
  • Black Plate Armor: Base AC 18. Heavy, Acrobatics disadvantage, Stealth disadvantage, spellcasters limited to one spell or cantrip casting per turn while equipped. +3 to base AC.
  • Black Tower Shield: Base AC +4. Heavy, Acrobatics disadvantage, Stealth disadvantage, wielder's movement speed is reduced by -5 feet while equipped. +2 to base AC.

Created by

G. Captain Richter.

Statblock Type

Monster

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