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SGttEH 393

Gerhard - The Accursed Knight
LARGE CELESTIAL & HUMANOID CHAOTIC EVIL

There once lived a noble and valiant paladin named Gerhard. A guardian of the people and a symbol of hope, he fought tirelessly to protect the city from the countless dangers that threatened its existence. Revered by the townsfolk, he stood as a bastion of light amid the encroaching darkness.

However, fate had other plans for Gerhard. On one of his many quests, he stumbled upon a cursed artifact of great and terrible power. In his bravado, he unleashed the curse upon himself, and the darkness within the artifact began to seep into his very being. His once-pure soul was tainted, and his body began to twist and warp into a monstrous, unrecognizable form.

As Gerhard’s transformation grew more pronounced, he realized that the curse was beyond his control. Unable to bear the thought of harming the people he had sworn to protect, he made the ultimate sacrifice.

Gerhard implored his companions to banish him, to bind him in chains and cast him into an unfathomable abyss from whence he could never escape. In a final act of love for the city he had served so faithfully, Gerhard surrendered himself to a fate worse than death.

His comrades, their hearts heavy with sorrow, reluctantly agreed to carry out his wish. They bound the tortured knight in enchanted chains, forged with the power to contain even the most potent of dark forces. With a solemn oath to honor his memory and uphold his legacy, they consigned Gerhard to the depths of the abyss, where his monstrous form would be forever hidden from the world.

And so, Gerhard’s tragic tale came to an end —or so it seemed. Deep within the abyss, Gerhard has now entirely succumbed to the curse. His mind, once sharp and filled with purpose, has been obliterated, leaving behind only the instincts of a ravenous beast. The remnants of his once-noble spirit are lost, devoured by the darkness that has consumed him entirely. His selfless act saved the city of Luyarnha from the devastation he might have unleashed, but at a terrible cost to himself.

The reason his comrades chose banishment over granting him the release of death was the fear that the curse would spread upon his demise. They believed that if Gerhard were to die, the dark power would be unleashed, seeking new hosts to corrupt and destroy. Thus, they condemned their friend to an eternity of suffering, bearing the weight of the curse alone, to ensure the safety of Luyarnha and the world beyond. And so, the tale of Gerhard, the once-proud knight, now a monstrous beast in the depths of the abyss, remains a somber legend, talked about only among those who still remember his name.

None shall slay him, and he shall only know suffering.


Armor Class: 21 (Natural Armor)

Initiative: +6 (16)

Hit Points: 216hp (16d10+128) 16d10+128

Speed: 60 ft, Climb 60 ft, 120 ft (run), Climb 120 ft (scramble)

Challenge: 18 (XP 20000; PB +6)
    MOD SAVE
STR 26 +8 +14
DEX 22 +6 +12
CON 26 +8 +14
    MOD SAVE
INT 3 -4 +2
WIS 7 -2 -2
CHA 20 +5 +5

Skills: Acrobatics +12, Athletics +20

Immunities: Poison, Bludgeoning, Piercing, Slashing, Charmed, Exhausted, Frightened, Poisoned

Senses: Truesight 120 ft, Passive Perception 8


Traits

Cleave (Hunter). When Gerhard makes a melee weapon attack, it can choose to make another attack with the same weapon against one other creature within 5 feet of the original target and within reach as part of the same attack.

Herald of Ruin. When Gerhard hits a physical barrier created by a spell, such as the effect of a wall of force or forcecage spell, or any other wall spell (such as wall of fire or prismatic wall), it can make a Strength check (DC equals 10 + the spell’s level), rupturing the arcane and dispelling the spell on a success.

Magic Resistance. Gerhard has advantage on saving throws against spells and other magical effects.

Smash (Hunter). Once per turn, when Gerhard hits a prone creature with a maul attack, the hit becomes a critical hit.

Trample (Beast). If Gerhard hits a creature with a hooves attack, the target takes an extra 11 ( 2d10 ) bludgeoning damage and must succeed on a DC 22 Strength saving throw or be knocked prone.

Unbreaking Hide. While Gerhard has fewer than 166, 116, or 66 hit points, it gains a +2, +4, or +6 bonus to its AC, respectively.

Legendary Resistance (2/ Day). If Gerhard fails a saving throw, it can choose to succeed instead.


Actions

Multiattack (Beast). Gerhard uses its Charge and makes three attacks: one with its bite and two with its hooves. It can replace a hooves attack with a maul attack.

Multiattack (Hunter). Gerhard makes three attacks: one with its hooves and two with its maul. It can replace a maul attack with a hooves attack.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) piercing damage.

Hooves. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.

Maul. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage.

Charge (Beast). Gerhard moves up to 20 feet in a straight line without provoking opportunity attacks, and can pass through the spaces of Large or smaller creatures. If it moves through a creature's space during that movement, the target must make a DC 22 Dexterity saving throw, taking 19 (2d10 + 8) bludgeoning damage and being knocked prone on a failed save. If Gerhard ends this movement in a creature's space, the creature is pushed out to the nearest unoccupied space.

Spectral Slaughter (Hunter; Recharge 5-6). Gerhard sends forth up to six spectral duplicates of itself to strike down enemies within 120 feet of itself. Each enemy can be targeted by no more than two duplicates. Each duplicate makes a maul attack against a target that deals 14 ( 4d6 ) bludgeoning damage on a hit.

Gerhard can then use a bonus action to move up to 120 feet in a straight line towards one of the targets without provoking opportunity attacks and make a maul attack.


Bonus Actions

Stance. Gerhard changes between stances, either standing on all fours (beast) or standing on its hind legs (hunter), granting it certain features noted by that stance name.

Dash (Beast). Gerhard moves up to 40 feet


Reactions

Dodge (Beast). If Gerhard's speed isn't 0, and it is targeted by a melee attack, it moves back 10 feet without triggering opportunity attacks. If this causes Gerhard to leave the attack’s reach, it evades the attack completely, causing it to miss.

Retributive Strike (Hunter). After taking damage, Gerhard makes one maul or hooves attack.


Legendary Actions

Gerhard can take 2 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. Gerhard regains spent legendary actions at the start of its turn.

Focus (Hunter; 1/Day). Gerhard regains 21 ( 6d6 ) hit points and recharges its Spectral Slaughter.

Maul. Gerhard makes one maul attack.

Regenerate. Gerhard regains 21 ( 6d6 ) hit points.

Howl (Beast). Gerhard releases a monstrous howl. Each creature of Gerhard’s choice within 60 feet of it that can hear it gains 14 ( 4d6 ) temporary hit points.


Created by

Ceadeus.

Statblock Type

Monster/NPC

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