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Chaos Knight (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 2-24-19
Status: Complete
Editing: Clarity edits only please
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Chaos Knight (Dunmalthak)
Size/Type: Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 8d8+40 (104 hp)
Initiative: +1
Speed: 40 ft (30 ft with armor)
Armor Class: 21 (+10 full plate armor, +1 dex), touch 11, flat-footed 20
Base Attack/Grapple: +8/+13
Attack: +2 Greatsword +15 melee (2d6+9, 19-20/x2) or +2 Headbutt +15 melee (1d6+7 plus black slag, 20/x2)
Full Attack: +2 Greatsword +15/+10 melee (2d6+9, 19-20/x2) and +2 Headbutt +15 melee (1d6+7 plus black slag, 20/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Black Slag, Fighting Style, SLAs
Special Qualities: Darkvision 60 ft, DR 5/good or lawful, Extraordinary Health, Immunities, Lazurus Pit, Martial Essence, Resist Acid/Cold/Fire 10, SR 13
Saves: Fort +11, Ref +7, Will +9
Abilities: Str 21, Dex 13, Con 21, Int 13, Wis 17, Cha 21
Skills: Bluff +16, Concentration +16, Intimidate +16, Listen +14, Knowledge The Planes +12, Sense Motive +14, Spellcraft +12, Spot +14, Survival +14
Feats: DiehardB, Improved Combat TrickB, Power Attack, Combat Expertise, Combat Reflexes
Environment: Any Chaotic Evil Plane
Organization: Solitary, Pair, or Warband (3-7)
Challenge Rating: 8
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By character class
Level Adjustment:


Weaklings! This is the end for you!

Demonic warriors from the pits of the abyss, these combat obsessed fiends don heavy armor and two-handed weapons charging into battle without fear or hesitation. This is not merely due to their inherent bloodlust, but also due to their contingent immortality. Not only do they not fear permanent death off their home plane, but even on their home plane if they die they will merely respawn within their "Lazurus Pits", secret tombs filled with bubbling infernal tar that their very essence is bonded with and which ultimately return them to life. Thus they can fulfill their desires of becoming the strongest fighters through countless lives and deaths, learning and becoming stronger every time.

Chaos Knights, known as Dunmalthaks amongst their own, are humanoid demons with a crown of horns around their head ranging from a single horn to dozens of various lengths and sizes, coal black skin, and blood red face and body markings. They possess blank red, orange, or yellow eyes and their skeletons are blood red themselves. Their voices boom with arrogance and contempt for almost all they see, especially would be summoners who call upon them while being too weak to stand up for their own, for in the mind of the chaos knight is it strength alone that matters. Ironically those that put up the best fights may earn the grudging respect, or even mercy, of these fiends if only to encourage them to challenge again and bring them a glorious battle.

It is believed they are creations of the arch-demon of thuggary and murder, Sthag Thak. They stand as tall as a human and weight about the same. They speak Abyssal, Common, Draconic, and Infernal.

CombatEdit

Chaos knights are fighters, and while they do have spell-like abilities they only use them if required. They do however often open up battles with Black Slag, softening up their targets. Their preferred style of combat is charging into battle with Charging Destruction style and switching styles as needed for the situation. They have little fear of death, even if they die their bodies will merely disintegrate and reappear within a Lazarus Pit. They even fight amongst themselves when they are bored. The only time they unite is when a Pit is threatened, and they will employ any and all tactics.

Black Slag (Su): When a chaos knight connects with a successful headbutt, their target is cursed with a black mark resembling tar somewhere on their bodies. Creatures can be cursed up to 3 marks at any one time, and a chaos knight can activate one or more marks on a target as part of any successful attack. When activated the mark explodes dealing an additional +1d6 unholy damage. In addition as long as the marks remain any chaos knights can see you visibly, even through walls, smoke, and even if they are blind.

Black slag is a curse, but it is bound in a physical mark. It can be removed with remove curse or by burning the mark off with fire. For every 10 points of fire damage the cursed creature takes, one mark is dispelled.

Extraordinary Health (Ex): Chaos knights always receives maximum hit points per hit die.

Fighting Style: Warrior demons, chaos knights have something akin to the martial stances of initiators. They can enter any one of the following stances as a swift action, and it lasts until changed or they are rendered immobile or otherwise unable to move. They do not stack with actual martial stances.

Charging Destruction: While in this stance they do not provoke attacks of opportunity for movement while charging, and they may attempt to make a special overrun where you make a charge attack against every creature in your path until stopped or you reach the end of your movement.
Dance of Death: While in this stance, they may make a free 5 ft step every time you make an attack. This doesn't count as your 5 ft step for the round, and may be used if you used a move action previously.
Mountain Unmoving: While in this stance they cut their movement speed in half, but gain +4 Stability as a dwarf and they gain 8 temporary hp which refreshes at the start of their turn, or when entering this stance.
Persistence of Sin: While in this stance, they are rendered staggered but recover hit points and ability damage as if resting a full night every round (8 hp and 1 ability damage for the example).

Immunities: Chaos knights are immune to electricity, fear effects, and poison.

Lazurus Pit: Chaos knights are inherently linked to magical locations known as lazurus pits, fetid pits of boiling tar which remain scalding even when denied a heat source. These black pools are harmless to chaos knights but burn like acid (with fire damage) for the purpose of contact and submerging. When a chaos knight dies their essence returns to the pit and regenerates, spitting them back out at full health 24 hours later. If the pit is somehow disrupted or destroyed chaos knights can no longer respawn and actually die when killed on their home plane. Chaos knights are linked to one specific pit, but can assign a new one with a ritual that takes 24 hours. They can also create a new lazurus pit with a ritual over the course of 1 month. Because of its importance, chaos knights will work together to hide and defend their local pit.

Martial Essence (Su): Chaos knights treat any weapon or armor they use as being under the effect of greater magic weapon and magic vestment.

Spell-Like Abilities (Sp): At will-focus shield, produce flame; 1/day-greater teleport (self only), rage, see invisibility, vampiric touch. Caster level 8th. The saving throws are Charisma based.



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