Knight of Autumn Gate

Knight of Autumn Gate Knight of Autumn Gate A herald of the end of summer, the knight of autumn gate is a dream that manifests only on the border between the seasons. As the harvest ends, the nights grow longer and colder, the dreams of the population turn to the harvest celebrations and the knight may appear. Unfortunately, when one appears it always demands a sacrifice, and what exactly each one demands is highly unpredictable. Some merely call for some livestock, but others will demand humanoid life. If satisfied, the knight will stand protection over the settlement and people who dreamed it into being for a fortnight, before making a new demand for sacrifice. If provided its second sacrifice, it then vanishes. If either sacrifice is refused, the knight will go on a rampage, destroying as much as it can for a short time before vanishing. Sometimes it may rampage for mere moments, sometimes its rampage will last for hours, it depends on how offended the knight is by the refusal of its demands.
In other settings, the knight could be a fey guardian of sorts. It remains a manifestation of the season’s change, but its actions are guided by fey logic instead of dream logic. Unfortunately for the creatures it approaches, those two kinds of logic are quite similar and the poor folk will still be left trying to parse out what particular demands the knight will make of them, and how to refuse them without causing offense. Originally from the Dreamblade base set.
5th Edition
Knight of Autumn Gate Large aberration, unaligned Armor Class 18 (plate) Hit Points 168 (16d10 + 80) Speed 30 ft. Str 22 (+6) Dex 15 (+2) Con 20 (+5) Int 13 (+1) Wis 12 (+1) Cha 17 (+3) Saving Throws Str +10, Wis +5, Cha +7 Skills Athletics +10, Intimidation +7, Stealth +6 Condition Immunities frightened, unconscious Senses passive Perception 11 Languages any two languages Challenge 11 (7200 XP) Silent Armor. The knight doesn’t have disadvantage on Dexterity (Stealth) checks even though it wears heavy armor. Sleepless Guardian. The knight doesn’t require food, drink, or sleep. Variable Illumination. The knight sheds bright light in a 5- to 30- foot cone and dim light for an additional number of feet equal to the chosen distance. The knight can alter the distance, or turn the light off completely, as a bonus action. At the start of each of its turns, the knight decides which way the cone faces. A creature inside the light created by this trait has disadvantage on Intelligence, Wisdom, and Charisma saving throws. Actions Multiattack. The knight of autumn gate makes two Longsword attacks, or 1d4 Spit Spark attacks. Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) slashing damage or 17 (2d10+6) slashing damage if used with two hands, plus 4 (1d8) fire damage. Spit Spark. Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 9 (2d6+2) fire damage. Fire Light (Recharge 5-6). The bright light shed by the knight’s Variable Illumination brightens and heats up to a painful temperature. Flammable objects in the area that aren’t being worn or carried ignite. Each creature in that area must make a DC 17 Constitution saving throw. On a failure, the target takes 44 (8d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. If the saving throw is successful, the target takes half the fire damage and doesn’t catch fire. Spellcasting. The knight casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability: (spell save DC 15): At will: disguise self, fear, hideous laughter, knock, suggestion 1/day each: hallucinatory terrain Legendary Actions The knight of autumn gate can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The knight of autumn gate regains spent legendary actions at the start of its turn. Look Around. The knight can change the distance and direction of its Variable Illumination. Spit. The knight makes a Spit Spark attack. Cast Spell (Costs 2 Actions). The knight can cast an at will spell using its Spellcasting. Longsword (Costs 2 Actions). The knight makes one longsword attack.
13th Age
Knight of Autumn Gate Large 8th level troop [aberration] Initiative: +11 Burning Blade +13 vs. AC (2 attacks) – 30 damage. Natural Even Hit: The target also takes 15 fire damage. R: Spit Sparks +13 vs. PD (1d4 attacks against nearby enemies) – 15 fire damage. Natural 16+: The target also takes 5 ongoing fire damage. C: Fire Light +13 vs. PD (1d3+1 creatures in a group) – 35 fire damage. Natural 14+: The target also takes 10 ongoing fire damage. Limited Use: 1/battle, when the escalation die is 2+. The knight has a -2 penalty to spit spark attacks after it uses this attack. Fear: When engaged with the knight, enemies that have 48 hit points or fewer are dazed and do not add the escalation die to their attacks. Jack-o-Lantern: At the start of each of its turns the knight can choose 1d3 nearby enemies in a group. Until these enemies move to a different location, any invisibility on them ends, they take a -1 penalty to MD, and they are affected by the knight’s fear aura if they have 60 hit points or fewer. Seasonal Scares: 1/round, as an interrupt action when a nearby enemy attacks the knight and rolls a natural odd attack roll, the knight can make an autumnal fantasms attack against the attacker as a free action. [Special trigger] C: Autumnal Fanatasms +13 vs. MD – Roll a d4 to determine the effect of the attack: 1: The target is dazed until the end of its next turn. 2: The target is stuck until the end of its next turn. 3: The target pops free from each enemy and moves away from the knight. 4: The target is confused until the end of its next turn. AC 25 PD 21 MD 19 HP 262

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