Ceiling Knight (3.5e Monster)
Rate this article |
Discuss this article
|Size/Type:||Medium Aberration (Extraplanar)|
|Hit Dice:||4d8+12 (30 hp)|
|Armor Class:||18 (+8 armor), touch 10, flat-footed 18|
|Attack:||Tovish Lance +7 melee (1d8+6, 20/x3) or Slam +7 melee (1d6+4, 20/x2)|
|Full Attack:||Tovish Lance +7 melee (1d8+6, 20/x3) and Slam +7 melee (1d6+4, 20/x2)|
|Space/Reach:||5 ft/5 ft (10 ft lance)|
|Special Attacks:||Impale, Project Limb|
|Special Qualities:||Antigravity, Armor Body, Darkvision 60 ft, DR 3/magic, Tovish Lance|
|Saves:||Fort +4, Ref +1, Will +6|
|Abilities:||Str 18, Dex 10, Con 16, Int 13, Wis 15, Cha 11|
|Skills:||Balance +7, Jump +11, Tumble +7|
|Feats:||Oversized Grip, Power Attack|
|Organization:||Solitary or Squad (2-8)|
|Treasure:||None or 10% chance of dropping Tovish Slithsilver|
|Alignment:||Usually Chaotic Evil or Chaotic Neutral|
|Advancement:||5-8 HD (Medium)|
An armored knight emitting ghastly vapors approached with a lances, yet he remained affixed to the ceiling as easily as one walked across the floor. With a single lunge its arm extended, sending the lance straight for your heart.
Appearing superficially as armored knights or animated suits of full plate that leak a strange eldritch mist, these knights fight upon the ceilings and rooftops of caverns and fortresses they have been summoned to guard. For them, gravity has the opposite effect it should and pushes them skyward. This is little problem for them for these "knights" are actually aberrations drawn from the Far Realm which somehow have been entrapped within the material. Their bodies are the armor itself and its strange shapeshifting silver material it and its lances are composed of. Usually when defeated this metal immediately destabilizes into naught more than strange smelling fumes and stains of ectoplasm, but in rare cases they leave behind a small puddle of Tovish Slithsilver that can be collected. It's unsure why these alien creatures take on the form of humanoid armor, but its said that their true form in the Far Realm they call home is "neither as humanoid nor as weak".
Their unstable bodies give them the ability to extend their arms out suddenly and violently as their limbs unravel in spirals like uncoiled springs. Through this they can fight from the safety of a high enough roof fearing no counterattack, at least not from melee. They do show hesitation around places where they can "fall" into the sky, though when they do fall they continue until about 1 mile up and then discorporate, though they eventually do reappear back on "solid ground".
Ceiling Knights do not speak but can make the sounds of heavy breathing and raspy whispered shouts, from which they can pantomime. They seem to understand Elvan and Sylvan for reasons that are unclear. They stand average human heights and usually weigh in at negative 300 lbs.
Ceiling knights prefer to fight on a "stable surface" so not to fall into the sky. They use their Project Limb ability to attack at range, and Impale to keep targets still. Multiple attackers will gang up on an impaled target and stab them repeatedly.
Antigravity (Ex): Ceiling knights react to gravity in the opposite way they should. In the event that they fall into the sky, they discorporate upon falling for a mile and then reappear in the nearest solid "ground" they can stand on after taking 3d6 damage a round later.
Armor Body: Ceiling knights count as having heavy armor for the purpose of interacting with spells and effects, and may be enhanced as one. They have a +8 armor bonus, no Max Dex or armor check penalty, and no arcane spell failure but they don't count as wearing armor for the purpose of evasion or tumbling.
Impale (Ex): On a critical threat a ceiling knight can impale a target, provided there is a surface behind them (usually the floor). If they succeed on an opposed grapple check the target is pinned and both ceiling knight and target are considered to be in a grapple. However since they can attack with project limb they do not need to move and in fact does not enter the target's space or vice versa. On the other hand they cannot retract their weapon as long as they are maintaining the pin. They can also trigger impale on a normal successful attack once per round by taking a -2 penalty to hit.
Project Limb (Ex): As a standard action the ceiling knight can extend their limbs and attack up to 30 ft away (or 35 ft with the reach of their lance). It counts as a charge attack, including the attack bonus and AC penalty, though the ceiling knight does not actually move and does not provoke attacks of opportunity for their limbs passing through a space. However recoiling their limbs takes a moment and so they lose the ability to make attacks of opportunity or threaten for 1 round. When using Impale they can keep their arms extended and not retract them (they continue to not threaten while their arms are extended).
Tovish Lance: Ceiling knights use lances formed from their body. If disarmed, dropped, or sundered they destabilize after 1 round, and the ceiling knight can draw another from itself with the same action drawing a weapon normally takes.