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.
Armor Class 19 (Plate, Shield)
Hit Points 75 (10d8+30)
Speed 30 ft.
Str: 16 / +3
Dex: 11 / +0
Con: 16 / +3
Int: 10 / +0
Wis: 12 / +1
Cha: 14 / +2
Skills: Animal Handling +5, Athletics +5, Perception +3
Senses: passive Perception 13
Languages: Common, plus one additional
Proficiency Bonus: +2
Traits
Brave
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.
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.
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).
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.
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.
The Knight adds +2 AC against one melee attack that would hit it.
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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.
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 13Languages: —
Challenge: 1 (200 XP)
Traits
Keen Smell
The turkey has advantage on Wisdom (Perception) checks relying on smell.
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.
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.
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.
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.
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.
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.
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.

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