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Knave of Knights




Bound to the Cavalcade of the King of Fools, this fallen angels wears a mockup of platemail armor crafted from bright pressed velvet and knitted wool but his weapons are nevertheless quite real. Said weapons are a whip crafted from liars's tongues and a lance of hell iron he wields as if it was made from driftwood. The stub of burnt wings jut from his back with multi-colored streamers dangling from the charred bones. The Knave of Knights fell in with the Cavalcade when he vowed to defend a rightful king's right to rule, only to find out that the sire he fell in with was a bastard usurper who had successfully taken his brother's place. Cursed and broken mentally by the deception, he was easily felled by the King of Fools and given a new place at the archdevil's side serving as his jester and favored knight all wrapped into one.


Knave of Knights

Medium Fiend (devil), lawful evil

Armor Class 18 (natural armor)

Hit Points 300 (24d8 + 192)

Speed 30ft

Fly 60ft

Str 14 Dex 24 Con 26 Int 20 Wis 14 Cha 26

Saving Throws Dex +13, Wis +8

Skills Acrobatics +19, Deception +14, Performance +20, Persuasion +14, Religion +11

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Damage Immunities fire, poison, psychic

Condition Immunities charmed, frightened, poisoned

Senses darkvision 120 ft. passive Perception 12

Languages Abyssal, Celestial, Common, Infernal, telepathy 120 ft.

Challenge 20 (25,000 XP)

Acrobatic.

When moving, the fiend can move through spaces occupied by other creatures and does not provoke Opportunity attacks.

Aura of Authority.

The fiend broadcasts an oppressive aura in a radius of 20ft. All creatures within the aura must succeed on a DC 22 Wisdom save any time they attempt to act against the orders of the lawful authority of the current location. If the creature would come to immediate harm by following these orders, it gains advantage on this role. If a creature fails this save by 5 or more, it is charmed by the fiend as well for the next minute.

Magic Resistance.

The fiend has advantage on saving throws against spells and other magical effects.

Magic Weapons.

The fiend's weapon attacks are magical.

Innate Spellcasting.

The pit fiend's spellcasting ability is Charisma (spell save DC 22). The fiend can innately cast the following spells, requiring no material components:


At will: bestow curse, dispel magic

3/day each: modify memory, polymorph

Actions

Multiattack.

The fiend makes four attacks: two with its lance, one with its memory of wings, and one with its whip

Lance.

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) piercing damage. The lance deals an addition 6 (1d12) damage if the fiend moved at least 20ft this turn.

Memory of Wings.

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) psychic damage.

Whip.

Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (4d4 + 7) slashing damage. The target must succeed on a DC 22 Constitution saving throw or become restrained. While poisoned in this way, the target can't regain hit points, and it takes 17 (5d6) psychic damage at the start of each of its turns. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

Legendary Actions

The fiend can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The fiend regains spent legendary actions at the start of its turn.

Attack (1 action).

The fiend makes a lance or whip attack.

Parasitic Grace (1 point).

The fiend removes a curse from a creature it can see within 60ft and regains hit points equal to that creature's Hit Dice.

Scornful Cavorting (2pts).

All creatures within 30ft of the fiend are struck with the urge to wildly dance. Each creature not immune to Charmed must succeed on a DC 22 Charisma save or dance for the next minute. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the effect ends. If a creature fails the Wisdom saving throw by 5 or more, however, it gains a level of exhaustion as well. Once a creature succeeds against Scornful Cavorting it is immune to this ability for the next 24 hours.

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