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Knight of Ruin

Knight of Ruin
Knight of Ruin
Medium Humanoid, Lawful Evil
Armor Class20(plate of ruin)
Hit Points91(14d8 + 28)
Speed30 ft
STR
16(+3)
DEX
14(+2)
CON
14(+2)
INT
12(+1)
WIS
11(+0)
CHA
14(+2)
Saving ThrowsStr +7, Cha +6
SkillsArcana +5, Insight +4, Investigation +5, Perception +4
Damage Immunitiesnecrotic
Condition Immunitiescharmed, exhaustion, frightened, petrified, poisoned
Sensespassive Perception 14
LanguagesCommon, Deep Speech
Challenge10( 5,900 XP) Proficiency Bonus+4

Aura of Decay. Every time a creature starts its turn within 60 feet of the Knight of Ruin, it loses 1 AC from any worn armor and 1 damage from any physically based weapon for the rest of the encounter, to a maximum of 5 each.

All comes to Ruin eventually. Any creature that wishes to make a move away from the Knight of Ruin must first succeed on a DC 14 Charisma check. If this check is failed, the action is spent and the creature does not move.

The Speed of Dissolution. The Knight of Ruin has two Reactions per round.

Actions

Multiattack. The Knight of Ruin can attack twice with Gorespike.

Gorespike. Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 8 (1d10 + 3) slashing damage plus 11 (2d10) necrotic damage Any creature successfully hit by this attack must succeed on a DC 14 Charisma check or the Knight of Ruin gains a counter of Ruinstorm. The Knight of Ruin cannot gain more than one counter of Ruinstorm this way per round.

Summon the Ruinstorm. Once per encounter, the Knight of Ruin summons the Ruinstorm. For the rest of the encounter, each enemy creature not under cover must succeed on a DC 14 Dexterity check or take 2d6 fire damage, or half damage on a success.Each counter of Ruinstorm increases the damage by 1d6 fire damage, up to a maximum of 5d6 fire damage.

Bonus Actions

Unstoppable Force. The Knight of Ruin gains advantage on its next save against a spell.

Reactions

Entropic Lance (Recharge 4-6). Once per round, after a creature successfully hits the Knight of Ruin with a melee attack and that attack is resolved, an entropic spire (treated as solid 5 foot cube) appears in that creature's space for the rest of the encounter. The creature must succeed on a DC 14 Dexterity check and move 5 feet to an open space. A create that fails is moved 30 feet away from the Knight of Ruin and suffer 9 (2d8) necrotic damage and the Knight of Ruin gains a counter of Ruinstorm.

Legendary Actions
Knight of Ruin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Knight of Ruin regains spent legendary actions at the start of its turn.

Avatar of Destruction. The Knight of Ruin gains resistance to all damage types except radiant damage against the next attack.

Victory through Entropy. The Knight of Ruin can immediately teleport to a spot adjacent to the enemy that most recently missed an attack or failed a spell.

Channel Devastation (Recharge 4-6). The Knight of Ruin gains a counter of Ruinstorm.

Export

This fight is a test of speed and the ability of the party to bring overwhelming power to bear in as short a time as possible, or the ability to mitigate damage across the entire party building at once.

The Knight of Ruin engages the party directly, without hesitation. It uses its defensive abilities to prolong the fight as much as possible, relying on Gorespike, Aura of Decay, and Ruinstorm to wear the party down. Its defensive abilities mean that the party will need to concentrate effort to overcome mechanics such as advantage on saving throws, resistance, or lowered weapon damage. If each party member operates independently, they're likely to be far less combat effective as these penalties are felt full-force without assistance.

Include terrain that provides cover (ideally from above) to incentivize the party playing around the terrain to help mitigate the Ruinstorm damage. The Knight of Ruin will still be able to threaten them in this space, and push them out of it, but it lends more interest to the fight.