Enshrined Knight

Medium Human, Armored Infantry, Lawful Neutral

Armor Class 16 (Imperial Plate)
Hit Points 42 5d10+15
Speed: 25 ft

STR

14
( +2 )

DEX

12
( +1 )

CON

16
( +3 )

INT

13
( +1 )

WIS

12
( +1 )

CHA

10
( +0 )

Skills According to Overall Abilities
Strength
Athletics (+4)
Constitution
Fortitude (+5)
Intelligence
Investigation (+3)
Religion (+3)
Condition Immunities Frightened
Languages Common, Halfling
Challenge Rating 2
Proficiency Bonus +2

Description

Enshrined Knights are the dangerous and forward assaulting force in the Knights order. If Knights are the defensive combatants that prefer to act upon what is before them, the Enshrined Knights are those who feel most comfortable taking action against incumbent enemies or potential assailants. They are aggressive in nature and will typically flush out enemies of the state first, or participate in the investigations that would be ongoing inside the settlements, should it be necessary.   In battle, the Enshrined Knights are a volatile factor to consider, and as they continue to make blow after blow against their enemies, they are further encouraged, perhaps by some maddening internal sense, to enhance their combative element. They take more chances, use opportunities to strike them again, and again. Until they are downed or outright killed, an Enshrined Knight may never stop, unless that condition is finally fulfilled.   Enshrined Knights are Level IV Humans.   Gear: Envios (Longsword), Imperial Plate (Chain Mail, Medium), 10 GP.

Ideals

Proactivity. (Personality) The kind of person that an Enshrined Knight becomes is that of a proactive one - someone who takes initiative to complete the task, and will invent new ways to achieve that goal.

Bonds

Principality. (Occupation) In their making, Enshrined Knights are given tasks through the Nobles - Barons, Dukes, and other similarly positioned rulers are usually the ones who have the most pull with them.

Flaws

Carnage. (Personality) Their primary issue is that in fighting whatever enemy they spar or intend to kill, the Enshrined Knight can delve too deep into the combat itself, making it almost ritualistic, and making it tough to stop.

Suggested Environments

The Enshrined Knights can be found guarding the buildings of their kingdom, or town, or wherever they may be. In a sense, Knights are a form of guardsmen, only that they are more refined in their nature and sturdy in composure. These capable Humans typically reside around the same places their complementary Knights do, such as around the castles, gates, battlements, sometimes around hospitals or significant places of worship.


Unique Traits.
Ordained in Battle.
As an Enshrined Knight continues to cut into its opponents, it feels invigorated to continue its righteous assault. For every 2 successful hits, it gains an extra attack on its next turn.
This feature is maxed at 3 additional attacks, making it five in one turn.

Actions

Multiattack. Enshrined Knights can make two attacks with Envios, its longsword.

Envios. +4 to hit, single target. 5 ft range, 11 (2d8+4) Slashing damage.


Created by

IrishCatholic14.

Statblock Type

NPC Sheet

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