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

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MHK Holy Knight CR: 8

Medium humanoid, typically human, any lawful
Armor Class: 18 (Plate Armor) (+3 with Kiteshield) (+5 with Formation) (+3 vs. one melee weapon attack with Parry)
Hit Points: 170
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

20 +5

DEX

16 +3

CON

16 +3

INT

11 +0

WIS

16 +3

CHA

12 +1

Saving Throws: STR (+10), CON (+8), WIS (+8). Advantage on saving throws against spells targeting only the Holy Knight (Ring of Spell Turning). Advantage on all Wisdom saving throws (God-King's Resolve).
Skills: Intimidation (+6), Perception (+8), Religion (+5). Disadvantage on all Acrobatics and Stealth checks (Plate Armor, Kiteshield). Advantage on all Intimidation checks against creatures which genuinely worship the five God-Kings (MHK Holy Knight's Uniform).
Damage Resistances: All damage except Psychic (with Adrenaline Surge), all damage except Necrotic and Psychic (with Shield of Radiance). Cold (MHK Holy Knight Uniform), Radiant (God-King's Blessing).
Damage Immunities: Radiant (with Shield of Radiance)
Condition Immunities: Charmed (God-King's Resolve), Frightened (God-King's Resolve)
Senses: Passive Perception (18)
Languages: Common, Draconic
Challenge Rating: 8

Spellcasting Ability: Wisdom   Spellcasting Modifier: +8   Spell Save DC: 16   Spell Slots:

  • 1st Level: Four slots
  • 2nd Level: Three slots
  • 3rd Level: Two slots
Spellcasting Bonuses:
  • Creatures that worship the God-Kings have disadvantage on all saving throws made to resist the Holy Knight's spells (God-King's Resolve).
  • Spellcasters are limited to one spell or cantrip casting per turn (Plate Armor).
Spell List:
  • Cantrips:
    • Light (AC), Resistance (AC, Con.), Sacred Flame (AC, 2d8), Word of Radiance (AC, 2d6)
  • 1st Level:
    • Command (AC), Inflict Wounds (AC), Shield of Faith (BA, Con.)
  • 2nd Level:
    • Blindness/Deafness (AC), Hold Person (AC, Con.)
  • 3rd Level:
    • Dispel Magic (AC), Protection from Energy (AC)


God-King's Blessing: Soldiers of the Holy Legions take a sacred vow upon graduation from the Holy Legionnairum, which gives them a spiritual connection to their God-Kings. They are granted limited spellcasting ability (they are considered Clerics for this purpose), and resistance to radiant damage.   God-King's Resolve: Holy Knights are invested with additional power to control the minds of others, as well as of themselves. The Holy Knight gains immunity to the Charmed and Frightened conditions, they make all Wisdom saving throws with advantage, and if the Holy Knight targets a creature with a spell that forces them to make a saving throw, a genuine follower of the God-Kings makes their saving throws against the effects of the Holy Knight's spells with disadvantage.   Formation: When fighting alongside at least one other MHK soldier or another allied combatant, the Holy Knight gains immunity to flanking maneuvers and gains a bonus to AC equal to their proficiency bonus (+5). This applies if an allied combatant is within at least five feet of the Holy Knight, or within five feet of a hostile target that the Holy Knight is also within five feet of.   Item Effect (Kiteshield): While wielding the kiteshield, the user has disadvantage on all Acrobatics and Stealth checks.   Item Effect (Plate Armor): While wearing the plate armor, the user has disadvantage on all Acrobatics and Stealth checks. Additionally, spellcasters are limited to one spell or cantrip casting per turn while equipped.   Item Effect (MHK Holy Knight Uniform): This uniform can keep the wearer warm in temperatures as low as -50° and provides resistance to cold damage. Additionally, the uniform provides the wearer with advantage on Intimidation checks made against creatures that worship the God-Kings of Metalwrath.   Item Effect (Ring of Spell Turning): While wearing this ring, the user has advantage on saving throws against any spell that targets only the user (not in an area of effect). In addition, if the user rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on the user and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

Actions

Attacks:

  • Multiattack: When taking the attack action, the Holy Knight can make three attacks with either his longsword, flanged mace, javelins, halberd, greatsword, repeating crossbow, or warhammer.
  • Longsword: Reach (5 feet), Versatile (1d10). +10 to hit (+20% critical hit chance with Adrenaline Surge), 1d8 (or 1d10 with two hands) + 5 slashing damage (+5 with Adrenaline Surge).
  • Flanged Mace: Goring, Reach (5 feet). +10 to hit (+20% critical hit chance with Adrenaline Surge), 1d6 + 5 bludgeoning damage (+1d6 vs. unarmored targets) (+5 with Adrenaline Surge).
  • Javelin: Reach (5 feet), Thrown (30/120). +10 to hit (+20% critical hit chance with Adrenaline Surge), 1d6 + 5 piercing damage (+5 with Adrenaline Surge).
  • Musket: Ammunition (range 100/300), Heavy, Loading, Misfire, Powerful Criticals, Two-Handed. +10 to hit, 1d12 + 5 piercing damage. Critical success on an attack roll deals max damage on hit. Critical failure on an attack roll deals 1d6 fire damage to the user and blinds them until the start of their next turn.
  • Halberd: Diverse (piercing/slashing), Heavy, Reach (10 feet), Two-Handed, Special; disadvantage on attacks made against targets within 5 feet. +10 to hit (+20% critical hit chance with Adrenaline Surge), 1d10 + 5 piercing/slashing damage (+5 with Adrenaline Surge).
  • Greatsword: Heavy, Piercing Strikes, Reach (5 feet), Two-Handed. +10 to hit, 2d6 + 5 slashing damage (+1d6 for every score of +2 above the target's armor class on the attack roll) (+5 with Adrenaline Surge). Extra weapon damage does not apply if the attack is rolled with disadvantage, or if the target has any amount of cover from the attack. Weapon cannot generate normal critical hits.
  • Pistol: Ammunition (range 60/180), Loading, Misfire, Powerful Criticals. +10 to hit, 1d10 + 5 piercing damage. Critical success on an attack roll deals max damage on hit. Critical failure on an attack roll deals 1d6 fire damage to the user and blinds them until the start of their next turn.
  • Repeating Crossbow: Ammunition (range 80/320), Heavy, Quick Strikes, Two-Handed. +10 to hit, 1d8 + 5 piercing damage.
  • Warhammer: Crushing, Reach (5 feet), Versatile (1d10). +10 to hit (+5% critical hit chance vs. armored targets) (+20% critical hit chance with Adrenaline Surge), 1d8 (or 1d10 with two hands) + 5 bludgeoning damage (+5 with Adrenaline Surge).
Actions:
  • Adrenaline Surge: The Holy Knight can take this action to perform an incredible feat of strength and endurance. When this action is taken, the Holy Knight can immediately take the attack action, and gains a bonus to melee weapon damage equal to their Strength modifier (+5) and a +20% chance to land a critical hit during this attack. The Holy Knight also gains resistance to all damage types except Psychic until the start of their next turn. At the start of the Holy Knight's next turn after using this action, the Holy Knight suffers from lethargy, and takes one level of exhaustion.
  • Shield of Radiance: When taking this action, the Holy Knight's shield or armor (it must be wearing at least one of these items) shines with radiant brilliance and protects the Holy Knight. For one minute thereafter, while wielding the shining shield or armor, the Holy Knight sheds bright light in a 20-foot radius surrounding them as well as an additional 20 feet of dim light beyond that, gains resistance to all damage except necrotic and psychic, and gains immunity to radiant damage. This effect ends immediately if the Holy Knight takes any amount of necrotic damage, or if they enter an area of magical darkness of third level or greater. This action can be used once per long rest.
Bonus Actions:
  • Combat Dodge: When taking this action, the Holy Knight can thereafter move without provoking opportunity attacks, all attack rolls made against them are rolled with disadvantage, and all of their Dexterity saving throws are rolled with advantage until the start of the Holy Knight's next turn. The Holy Knight must be free of any restraints or grapples, not prone, and in an area not considered difficult terrain in order to use this feature. If at any time they are restrained, grappled, knocked prone, incapacitated, or enter an area of difficult terrain, the effect ends immediately. Additionally, after taking this action, the Holy Knight cannot take the Attack or Use Item actions on the same turn; doing either causes the Combat Dodge effects to end immediately.
  • Item Action (Repeating Crossbow): When taking the attack action with this weapon, the user can use their bonus action to make one additional weapon attack on their turn.
Reactions:
  • Parry: If the Holy Knight is targeted with a melee weapon attack and the attack connects, they can attempt to use their weapon to deflect the hit, adding +3 to their AC against the attack. If the adjusted AC is now higher than the attack roll, the attack misses instead. The Holy Knight must be wielding a weapon in at least one hand to use this action.

An elite footsoldier in the legions of the Holy Kingdom, knighted by the God-Kings themselves in a recognition of their superior experience and skill amongst their other legionnaires. Reaching the rank of Holy Knight is the sum of the aspirations of almost every legionnaire, but only a scant half of one percent of the ranks of the army as a whole are promoted to the rank annually. To do so, average citizens and soldiers indenture their souls to the service and worship of the God-Kings and are granted power through them for doing so.   Proficiency Bonus: +5   Equipment:
  • Longsword: Versatile (1d10). 1d8 + Strength slashing damage.
  • Flanged Mace: Goring. 1d6 + Strength bludgeoning damage.
  • Javelin (x5): Thrown (30/120). 1d6 + Strength piercing damage.
  • Kiteshield: Base AC +3. Heavy, acrobatics disadvantage, stealth disadvantage.
  • Plate Armor: Base AC 18. Heavy, acrobatics disadvantage, stealth disadvantage; spellcasters are limited to one spell or cantrip casting per turn while equipped.
  • MHK Holy Knight Uniform: Warm. Provides five inventory spaces for weapon and tool items. Provides advantage on Intimidation attempts against creatures that worship the God-Kings.
  • Holy Symbol: Spellcasting focus
  • Rations (x2)
  • (optional) Musket & Bullets (x10) (replaces Longsword and Kiteshield): Ammunition (range 100/300), Heavy, Loading, Misfire, Powerful Critical, Two-Handed. 1d12 + Strength piercing damage.
  • (optional) Halberd (replaces Longsword and Kiteshield): Diverse (piercing/slashing), Heavy, Reach (10 feet), Two-Handed, Special. You have disadvantage on attacks made against targets within 5 feet of you. 1d10 + Strength piercing/slashing damage.
  • (optional) Greatsword (replaces Longsword and Kiteshield): Heavy, Piercing Strikes, Two-Handed. 2d6 + Strength slashing damage.
  • (optional) Pistol & Bullets (x10) (replaces Javelins): Ammunition (range 60/180), Loading, Misfire, Powerful Criticals. 1d10 + Strength piercing damage.
  • (optional) Repeating Crossbow & Crossbow Bolts (x10) (replaces Longsword and Kiteshield): Ammunition (range 80/320), Heavy, Quick Strikes, Two-Handed. 1d8 + Strength piercing damage.
  • (optional) Warhammer (replaces Longsword): Crushing, Versatile (1d10). 1d8 + Strength bludgeoning damage.
  • (optional) Treasure Item (x2)
  • (optional) Ring of Spell Turning: While wearing this ring, the user has advantage on saving throws against any spell that targets only the user (not in an area of effect). In addition, if the user rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on the user and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

Created by

G. Captain Richter.

Statblock Type

Monster

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