Mantis Knight
Medium fey, chaotic neutral
Armor Class
16 (natural armor)
Hit Points
71 (11d8 + 22)
Speed
30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
13 (+1)
CHA
12 (+1)
Senses
passive Perception 17
Saving Throws
Str +6, Wis +4, Cha +4
Skills
Acrobatics +7, Deception +4, Nature +3, Persuasion +4, Perception +6, Stealth +7, Survival +4
Languages
Common, Elven, Sylvan
Challenge
5 (1,800 XP)
Sunbeetle Armor. The Knight’s armor is perpetually slick. Any attempts to grapple the Knight have disadvantage.
Fey Ancestry. Magic cannot put the Knight to sleep.
Magic Resistance. The Knight has advantage on saving throws against spells and other magical effects.
Command Fey. As a member of the Court of Arcadia, the Knight can cast dominate monster (DC 12) at will on any fey creature or elf.
Innate Spellcasting. The Knight’s innate spellcasting ability is Charisma (spell save DC 12). The Knight can innately cast the following spells, requiring no material components:
- At will: heroism, shield of faith
Actions
Multiattack. The Knight makes four attacks with its rapiers, or makes two attacks and casts heroism or shield of faith on an ally.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.