Solar Knight - Monsters

Solar Knight
Large fey humanoid
Level 11 Elite Soldier XP 1200

HP 220; Bloodied 110Initiative +7
AC 27, Fortitude 24, Reflex 22, Will 23Perception+9
Speed 8Darkvision
Saving Throws +2; Action Points 1

Traits

Cutting the CloudsAura 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 AttackAt-Will

Effect: The knight uses spear twice.

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 CreationAt-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.