Cinder Knight
This intimidating figure stands unmoving, an immense sword clutched in its hands. Wisps of smoke rise from its blackened armor.
Cinder Knight (CR 11)
Medium Outsider (Elemental, Extraplanar, Fire)Alignment: Neutral
Initiative: +3
Senses: Darkvision 60 feet; Perception +19
Aura: heat (10 feet, 1d6 fire)
Speed: 30 feet (40 feet unarmored)
Space: 5 feet
Defense
Armor Class: 26, touch 11, flat-footed 25 (+9 armor, +1 Dex, +6 natural)Hit Points: 142 (15d10+60)
Saving Throws: Fort +15, Ref +8, Will +12
Immunity: elemental traits, fire
Spell Resistance: 21
Weaknesses: vulnerability to cold
Offense
Melee: mwk greatsword +24/+19/+14 (2d6+10 plus 1d6 fire) or 2 slams +22 (1d4+7 plus 1d6 fire)Reach: 5 feet
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
24 (+7) | 16 (+3) | 18 (+4) | 11 (+0) | 12 (+1) | 11 (+0) |
CMB +22
CMD 35
Feats: Cleave, Critical Focus, Great Cleave, Great Fortitude, Iron Will, Vital Strike, Weapon Focus (Greatsword)
Skills: Diplomacy +18, Intimidate +18, Knowledge (planes) +18, Perception +19, Sense Motive +19, Survival +19
Languages: Common, Ignan
Special Abilities
NONEEcology
Environment: Any , Plane of FireOrganization: solitary
Treasure: standard (full plate armor, masterwork greatsword, other treasure)
Cinder knights are elemental creatures composed completely of fire and encased in suits of irremovable armor. Over time, the armor adheres to the cinder knight's form, and the armor chars and blackens as the flames of the cinder knight's body scorch and burns it. Cinder knights dwell on the Plane of Fire among other fire elementals and creatures. The creature's true origins are unknown, but some believe the cinder knight to be an advanced form of fire elemental or perhaps a fire elemental punished for some transgression.
A cinder knight stands over 6 feet tall and weighs 200 pounds (without its armor, its true form weighs less). The creature's true form is never seen, for when a cinder knight dies, its fires extinguish, and it vanishes in wisps of smoke, leaving only its armor behind. The armor is extremely hot to the touch and deals 1d6 points of fire damage to any creature touching it. One hour after a cinder knight dies, the armor, while still warm, can be handled without taking damage.
A cinder knight rarely attacks using natural attacks, preferring the use of weapons in combat. Greatswords are the most common weapon, followed by mauls, longswords, and flails. Regardless of the weapon used, a cinder knight deals fire damage with its fire attack (a product of the creature itself and not the weapon).
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