Thursday, November 27, 2025

Turkey Knight

 

Turkey Knight

Medium Humanoid (Any), Usually Lawful Neutral
CR 4 (1,100 XP)

A Turkey Knight is an elite cavalier belonging to an eccentric but deadly martial order.

Their trained War-Turkey mounts are fiercely loyal, territorial, and startlingly fast.

Turkey Knight — Stat Block

Armor Class 19 (Plate, Shield)
Hit Points 75 (10d8+30)
Speed 30 ft.

Attributes 
Str: 16 / +3
Dex: 11 / +0
Con: 16 / +3
Int: 10  / +0
Wis: 12 / +1
Cha: 14 / +2

Saving Throws: Con +5, Wis +3
Skills: Animal Handling +5, Athletics +5, Perception +3
Senses: passive Perception 13
Languages: Common, plus one additional
Proficiency Bonus: +2

Traits
Brave

The Turkey Knight has advantage on saving throws against being frightened.

Mounted Mastery

While mounted, the Turkey Knight gains the following benefits:

Advantage on melee attack rolls against creatures smaller than its mount.

Advantage on Strength saving throws and Strength (Athletics) checks to avoid being dismounted.

Opportunity attacks against the knight are made with disadvantage.

Coordinated Charge (Mounted Only)

If the Turkey Knight moves at least 20 feet straight toward a creature and hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage and the target must succeed on a DC 13 Strength save or be knocked prone.

Leadership (1/Rest)

For 1 minute, the Knight can utter commands to allies within 30 ft.
Affected creatures add 1d4 to attack rolls and saving throws.
Ends early if the Knight is incapacitated.

Actions
Multiattack

The Turkey Knight makes two melee attacks with its sword.

Longsword

Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d8+3) slashing damage, or 9 (1d10+3) if used with two hands.
If mounted and charging, deals an additional 7 (2d6) damage (see Coordinated Charge).

Heavy Crossbow

Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target.
Hit: 5 (1d10) piercing damage.

Reactions

Parry

The Knight adds +2 AC against one melee attack that would hit it.

----


War-Turkey Mount

A Turkey Knight's power depends equally on its fierce mount.
This War-Turkey is roughly Large size, fast, aggressive, and surprisingly durable.

War-Turkey

Large Beast, Unaligned

Armor Class 14 (natural armor)
Hit Points 45 (6d10+12)
Speed 40 ft.

Attributes 
Str: 16 / +3
Dex: 14 / +2
Con: 14 / +2
Int: 3 / -4
Wis: 12 / +1
Cha: 6 / -2

Skills Perception: +3
Senses: passive Perception 13
Languages: —
Challenge: 1 (200 XP)

Traits
Keen Smell

The turkey has advantage on Wisdom (Perception) checks relying on smell.

Sure-Footed

The turkey has advantage on Dexterity saves or checks against being knocked prone.

Mountable.

A trained War-Turkey does not require a saddle; it remains controlled even in chaotic combat.

Actions
Multiattack

The turkey makes two attacks: one with its beak and one with its talons.

Beak

Melee Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8+3) piercing damage.

Talons

Melee Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (2d4+3) slashing damage.

Gobbled Rush (Recharge 5–6)

The turkey moves up to its speed without provoking opportunity attacks.
Any creature whose space it enters must make a DC 12 Dex save or take 10 (3d6) bludgeoning damage and be pushed 5 feet.

No comments:

Post a Comment

Ward - Cthulhupunk Solo

  Name: Joe Coffey / Codename: Ward Background: Human / XP: 20 / Rank: Seasoned Attributes   Agi: d6 Sma: d6 Spi: d6 Str: d8 / d10 (Cyber) V...