The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/12741.aspx

Knight Haunt

D&D 3e (3.0/3.5) Rules

by James O'Rance


Medium-size Undead
Hit Dice: 8d12 (52 hp)
Initiative: +0
Speed: 20 ft.
AC: 18 (+8 full plate)
Attacks: Longsword +8/+3 melee
Damage: Longsword 1d8+6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Fear aura
Special Qualities: Turn resistance +2, vigilance, spell-like abilities, SR 13
Saves: Fort +2, Ref +2, Will +9
Abilities: Str 16, Dex 11, Con —, Int 7, Wis 16, Cha 16
Skills: Knowledge (nobility and royalty) +9, Listen +7, Sense Motive +14, Search +3, Spot +7
Feats: Weapon Focus (longsword), Weapon Specialisation (longsword)
Climate/Terrain: Any land
Organisation: Solitary
Challenge Rating: 4
Treasure: No coins; no goods; double items (magical weapons and armour only)
Alignment: Always lawful good
Advancement: 9-16 HD (Medium-size)

Knight haunts are created when the wisest Solamnic knights fall in battle. They rise with the high sanction of Solinari, the white moon, and seeks opponents to fight according to the traditions and codes of the Solamnic knights.

A knight haunt appears as a floating suit of mirror-bright Solamnic armour, always accompanied by some sort of weapon in perfect condition. A faint golden haze can be seen within the armour, in the form of the knight who once wore it. If the battle where the knight fell was one where more than 100 Solamnic knights died, then it is always riding a suit of floating horse barding.

Combat

A knight haunt still has the fighting spirit of its living self, and fights or withdraws exactly as a Knight would. It seeks out chaotic or evil foes before all others, and uses detect magic, enabling it to discern the most magical enemy in a group if there is a decision of which enemy to attack in a group of powerful opponents.

Knight haunts do not attack defenseless beings, Solamnic knights, or those in defense of their homes. They avoid combat with females if there are other opponents to fight.

Fear Aura (Su): Knight haunts are surrounded in an aura of horror and fear. Creatures in a 30-foot radius that look at the knight haunt must succeed at a Will save (DC 17) or become shaken. Furthermore, each time the knight haunt kills an opponent, all creatures that witness the death must make an additional Will check or become shaken.

Spell-Like Abilities (Sp): At will—detect chaos, detect evil, detect magic.

Turn Resistance (Ex): A knight haunt has turn resistance +2. Furthermore, paladins or clerics of lawful good alignment cannot turn the knight haunt.

Vigilance (Su): A defeated knight haunt will be restored at the next high sanction of Solinari, and magically teleport its armour back to the site of the battlefield or even recreate destroyed armour. Only by pouring holy water on the armour of a defeated knight haunt can it be laid to rest.

Fan Ratings

Oops! You don't have the site cookie set. Please wait a minute and try again or click the help icon for more information.
. Tell us what you think! 

This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.