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.

medium
fey
cr5
strongholds-and-followers