Phantom Hellknight (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 5-5-15
Status: Complete
Editing: Clarity edits only please
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Phantom Hellknight (Sword) Phantom Hellknight (Lance) Phantom Hellknight (Greatbow)
Size/Type: Medium Outsider (Evil, Extraplanar, Lawful) Medium Outsider (Evil, Extraplanar, Lawful) Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 9d8+45 (137 hp) 9d8+45 (137 hp) 9d8+45 (137 hp)
Initiative: +3 +3 +3
Speed: 30 ft 30 ft 30 ft
Armor Class: 29 (full plate armor +11, +3 dex, +5 shield), touch 13, flat-footed 21 24 (full plate armor +11, +3 dex), touch 13, flat-footed 21 24 (full plate armor +11, +3 dex), touch 13, flat-footed 21
Base Attack/Grapple: +9/+16 +9/+16 +9/+14
Attack: +3 Bastard Sword +20 melee (2d8+10, 19-20/x2) or +3 Shield Bash +19 melee (1d8+10, 20/x2) +3 Lance +20 melee (2d6+13, 20/x3) +3 Spear-Thrower Greatbow +20 ranged (3d8+10, 20/x4) or +3 Longsword +19 melee (2d6+10, 20/x2)
Full Attack: +3 Bastard Sword +20/+15 melee (2d8+10, 19-20/x2) and +3 Shield Bash +19/+14 melee (1d8+10, 20/x2) +3 Lance +20/+15 melee (2d6+13, 20/x3) +3 Spear-Thrower Greatbow +20/+15 ranged (3d8+10, 20/x4) or +3 Longsword +19/+14 melee (2d6+10, 20/x2)
Space/Reach: 5 ft/5 ft 5 ft/5 ft 5 ft/5 ft
Special Attacks: Attack Flurry Ramming Charge Impaling Attack (DC 21)
Special Qualities: DR 5/chaotic or good, Extraordinary Health, Immunities, Military Training, Powerful Build, Resist Acid/Cold 10, See in Darkness, SR 19, Telepathy 100 ft, Unshakable Loyalty DR 5/chaotic or good, Extraordinary Health, Immunities, Military Training, Powerful Build, Resist Acid/Cold 10, See in Darkness, SR 19, Telepathy 100 ft, Unshakable Loyalty DR 5/chaotic or good, Extraordinary Health, Immunities, Military Training, Powerful Build, Resist Acid/Cold 10, See in Darkness, SR 19, Telepathy 100 ft, Unshakable Loyalty
Saves: Fort +11, Ref +9, Will +9 Fort +11, Ref +9, Will +9 Fort +11, Ref +9, Will +9
Abilities: Str 24, Dex 17, Con 20, Int 11, Wis 16, Cha 13 Str 24, Dex 17, Con 20, Int 11, Wis 16, Cha 13 Str 24, Dex 17, Con 20, Int 11, Wis 16, Cha 13
Skills: Climb +14, Knowledge Nobility +12, Intimidate +17, Jump +14, Listen +15, Spot +15, Sense Motive +15, Swim +14 Climb +14, Knowledge Nobility +12, Intimidate +17, Jump +14, Listen +15, Spot +15, Sense Motive +15, Swim +14 Climb +14, Knowledge Nobility +12, Intimidate +17, Jump +14, Listen +15, Spot +15, Sense Motive +15, Swim +14
Feats: Combat ExpertiseB, Combat ReflexesB, Power AttackB, Weapon Focus (bastard sword), Improved Shield Bash, Cleave, Improved Disarm Combat ExpertiseB, Combat ReflexesB, Power AttackB, Weapon Focus (lance), Attack on the Run (melee), Run, unmounted Spiritual Charge Combat ExpertiseB, Combat ReflexesB, Power AttackB, Weapon Focus (spear-thrower greatbow), Point Blank Shot, Precise Shot, Codex Quick Draw
Environment: Any lawful evil plane Any lawful evil plane Any lawful evil plane
Organization: Solitary, Pair, or Platoon (3+) Solitary, Pair, or Platoon (3+) Solitary, Pair, or Platoon (3+)
Challenge Rating: 9 9 9
Treasure: Standard Standard Standard
Alignment: Always Lawful Evil Always Lawful Evil Always Lawful Evil
Advancement: By character class By character class By character class
Level Adjustment:


Knights who die in the service of evil, and those who perish obeying the law to a fault and without any accounting for mercy, may end up in the lower plains. Bound to the armor in which they served in life and burdened with the law twisted by foul intend, they are transformed into living armor to serve new and darker masters.

Living armor possessed by dark spirits from hell, phantom hellknights come in many forms. Their figures depict the armor of their nations, often warped and jagged with spikes, blood, and rust. The suits are empty, but the insides seem to sap the light from the area and they bleed of fell smoke. On death they erupt into black smoke, falling to pieces.

Supposedly phantom hellknights can speak in deep and hollow resonant voices, but often choose not to. They stand silent vigil over their lands and defend their territory with an inflexible zeal. They use their telepathy to silently communicate tactics and plans en masse against the enemy. They stand between 6-7 feet tall, but only weigh about 200 lbs.

Combat[edit]

Phantom hellknights are masters of war, and can use any weapon or armor available. But beyond being skilled warriors, they are brutal tacticians. If there are more than one phantom hellknight present, you can be sure they are plotting something or using synchronized tactics to produce maximum damage and suffering.

Attack Flurry (Ex): Phantom hellknights trained in the use of swords can unleash a flurry of attacks with it. Once every 1d4 rounds, the phantom hellknight can double the number of melee attacks it can make.

Extraordinary Health (Ex): Phantom hellknights always receive maximum hit points per HD.

Immunities (Ex): Phantom hellknights are immune to fire and poison.

Impaling Attack (Ex): Phantom hellknights trained in the spear-thrower greatbow can use its impaling attack (as per the weapon entry), DC 21.

Military Training (Ex): Phantom hellknights are trained for battle. They receive a +3 enhancement bonus to all weapons, armors, and shields they use, as well as a +3 resistance bonus to all saves. They are proficient in all weapons, armor, and shields (including tower shields). Finally, they increase the maximum Dex bonus of any armor or shield they use by +3. All of their equipment is considered masterwork.

Powerful Build (Ex): The physical stature of phantom hellknights lets them function in many ways as if they were one size category larger. Whenever a phantom hellknights is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the phantom hellknights is treated as one size larger if doing so is advantageous to him. A phantom hellknights is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A phantom hellknights can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Ramming Charge (Ex): Phantom hellknights trained in lances can use a special ramming charge. They can charge and make a bull rush as a free action. In addition, for every 30 ft they push the target they deal the base weapon damage (2d6+3) again.

Unshakable Loyalty (Ex): Phantom hellknights are immune to all charms and compulsion effects, or any effect which would result in betrayal to those it has sworn loyalty towards. This bond is so strong that if a creature or area it has sworn loyalty to is under direct threat, it gains +2 attack and +2d6 damage for that round against the threat.


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Eiji-kun's Homebrew (5338 Articles)
Eiji-kunv
AlignmentAlways Lawful Evil +
AuthorEiji-kun +
Challenge Rating9 +
EnvironmentAny lawful evil plane +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeMedium +
SubtypeEvil +, Extraplanar + and Lawful +
TitlePhantom Hellknight +
TypeOutsider +