Solar Knight
Large fey humanoid
Level 11 Elite Soldier XP 1200
| HP 220; Bloodied 110 | Initiative +7 |
| AC 27, Fortitude 24, Reflex 22, Will 23 | Perception+9 |
| Speed 8 | Darkvision |
| Saving Throws +2; Action Points 1 | |
Traits
☼ Cutting the Clouds ✦ Aura 2
If an enemy marked by the knight willingly leaves the aura, the enemy provokes an opportunity attack from the knight.
Daylight Hooves
The knight ignores difficult terrain.
Sun's Breath
When the knight starts his turn, he can attempt a saving throw against one effect that a save can end. On a save, the effect ends.
Threatening Reach
The knight can make opportunity attacks against enemies within 2 squares of him.
Unified Being
The knight and his horse are one being, so the knight cannot be separated from it.
Standard Actions
(⚔) Spear (weapon) ✦ At-Will
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 2d8 + 10 damage, and the target is marked until the end of the knight's next turn. If the target is already marked by the knight, the target takes ongoing 5 fire damage (save ends).
Double Attack ✦ At-Will
Effect: The knight uses spear twice.
ᗕ Sun Spots (charm, fire) ✦ Recharge ⚄ ⚅
Attack: Close burst 2 (enemies in the burst); +14 vs. Fortitude
Hit: 1d12 + 9 fire damage, and ongoing 5 fire damage (save ends). The knight slides the target up to 2 squares to a square adjacent to him.
Triggered Actions
Fires of Creation ✦ At-Will
Trigger: The knight takes fire damage.
Effect (No Action): The knight gains 15 temporary hit points.
Skills Athletics +15, Insight +9, Intimidate +14
Str 21 (+10) Dex 10 (+5) Wis 8 (+4)
Con 14 (+7) Int 16 (+8) Cha 18 (+9)
Alignment Unaligned Languages Common, Elven, Giant
Equipment: heavy shield , plate armor , spear .
Published in Dungeon Magazine 196.