Shade
Monster Junkie
Fiend Knight
http://www.enworld.org/forum/general-monster-talk/258155-converting-greyhawk-monsters-30.html
Fiend Knights, occasionally known as Fiend-Knights of Doom and Demonic Knights of Doom, were once normal fighters corrupted by infernal magic to become more fearsome and deadly combatants. The corrupting magic has rendered them immune to nearly all mind control, while at the same time making them unswervingly loyal to their masters. They are nearly indistinguishable from normal creatures of their type.
High-level fiend knights usually command large forces of humanoid soldiers, often with allied or enslaved monsters.
A fiend knight speaks Abyssal and Infernal in addition to any languages it knew prior to acquiring the template.
Creating a Fiend Knight
"Fiend knight" is a template that can be added to any evil living creature with at the Weapon Specialization feat (referred to hereafter as the base creature). A fiend knight has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Fiend knights are normally native outsiders.
Special Qualities: A fiend knight retains all the base creature’s special qualities and gains those described below.
4-7 = Resistance to fire 5, Unholy Armaments (+1)
8-11 = Resistance to fire 10, Unholy Armaments (+2)
12-15 = Resistance to fire 15, Unholy Armaments (+2 unholy)
16+ = Resistance to fire 20, Unholy Armaments (+3 unholy wounding)
If the base creature already has one or more of these special qualities, use the better value.
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +2, Int +2, Cha +4.
Skills: A fiend knight gains a +4 racial bonus on Intimidate checks.
Environment: Any.
Organization: Solitary or see below.
Challenge Rating: Same as the base creature + 1.
Treasure: Standard.
Alignment: Any evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +3.
In Greyhawk
The Fiend Knights of Doom are an elite squad of warriors created from normal men by spellcraft on the part of both Ivid V himself, and Xaene, and also using mind-controlling magics crafted from baatezu relics. These servants are utterly, mindlessly loyal to the overking.
Sample Fiend Knights
The following fighters have acquired the fiend knight template.
Fiend Knight Captain, 4th-level Human Fighter
Medium Outsider (Native)
Hit Dice: 4d10+12 (34 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Dex, +6 +1 chainmail), touch 12, flat-footed 16
Base Attack/Grapple: +4/+7
Attack: Greatsword* +11 melee (2d6+10/19-20) or lance* +10 melee (1d8+8/x3) or masterwork composite longbow (+5 Str bonus)* +6 ranged (1d8+6/x3)
Full Attack: Greatsword* +11 (2d6+10/19-20) or lance* +10 melee (1d8+8/x3) or masterwork composite longbow (+5 Str bonus)* +6 ranged (1d8+6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy armaments (+1)
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 5
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 20, Dex 15, Con 16, Int 12, Wis 8, Cha 16
Skills: Intimidate +14, Listen +1, Ride +5*, Spot +0 (*-4 armor check penalty)
Feats: Mounted Combat, Point-Blank Shot, Power Attack, Ride-By Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Environment: Any
Organization: Solitary, patrol (1-4 plus 5-20 2nd to 4th level fighters), lance (2-12 plus 10-40 2nd-4th level fighters) or host (as lance plus plus 50-100 1st- to 3rd-level humanoid infantry)
Challenge Rating: 5
Treasure: Standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: +3
*includes +1 enhancement bonus from unholy armaments
Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level
Fiend knight captains are normally mounted on heavy warhorses, while those accompanying a high-level leader often ride undead steeds.
Possessions: +1 chainmail, masterwork composite longbow (+5 Str bonus), greatsword, +1 cloak of resistance, tanglefoot bag, potion of bull's strength, potion of cat's grace, potion of protection from arrows (10/magic), potion of shield of faith (+2), potion of cure light wounds (x2).
Fiend Knight Colonel, 8th-level Human Fighter
Medium Outsider (Native)
Hit Dice: 8d10+24 (68 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 19 (+2 Dex, +7 +2 light fortification chainmail), touch 12, flat-footed 17
Base Attack/Grapple: +8/+13
Attack: Greatsword* +16 melee (2d6+11/17-20) or lance* +15 melee (1d8+9/x3) or +1 composite longbow (+5 Str bonus)* +13 ranged (1d8+7/x3)
Full Attack: Greatsword* +16/+11 melee (2d6+11/17-20) or lance* +15/+10 melee (1d8+9/x3) or +1 composite longbow (+5 Str bonus)* +13/+8 ranged (1d8+7/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy armaments (+2)
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 10
Saves: Fort +9, Ref +6, Will +2
Abilities: Str 20, Dex 16, Con 16, Int 12, Wis 8, Cha 14
Skills: Intimidate +17, Listen +2, Ride +10*, Spot +1 (*-4 armor check penalty)
Feats: Improved Critical (greatsword), Improved Sunder, Mounted Archery, Mounted Combat, Point-Blank Shot, Power Attack, Ride-By Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Environment: Any
Organization: Solitary, entourage (1 plus 1-4 fiend knight captains, and 1-3 4th-level spellcasters) or command staff (1 plus 2-8 fiend knight captains, 2-5 4th-level spellcasters, and 5-20 2nd- to 4th-level fighters)
Challenge Rating: 9
Treasure: Standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: +3
*includes +2 enhancement bonus from unholy armaments
Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level
Dex boosted at 8th level
Fiend knight colonels are normally mounted on heavy warhorses, while those accompanying a high-level leader often ride undead steeds.
Possessions: +2 light fortification chainmail, +1 composite longbow (+5 Str bonus), +1 cloak or resistance, potion of blur, oil of keen edge.
Fiend Knight General, 12th-level Human Fighter
Medium Outsider (Native)
Hit Dice: 12d10+48 (114 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 23 (+1 Dex, +1 deflection, +11 +3 full plate), touch 12, flat-footed 22
Base Attack/Grapple: +12/+18
Attack: +1 frost greatsword* +22 melee (2d6+15/17-20 plus 1d6 cold plus 2d6 vs. good-aligned creatures) or lance* +20 melee (1d8+11/x3 plus 2d6 vs. good-aligned creatures) or +1 composite longbow (+5 Str bonus)* +17 ranged (1d8+7/x3 plus 2d6 vs. good-aligned creatures)
Full Attack: +1 frost greatsword* +22/+17/+12 melee (2d6+15/17-20 plus 1d6 cold plus 2d6 vs. good-aligned creatures) or lance* +20/+15/+10 melee (1d8+11/x3 plus 2d6 vs. good-aligned creatures) or +1 composite longbow (+5 Str bonus)* +17/+12/+7 ranged (1d8+7/x3 plus 2d6 vs. good-aligned creatures)
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy armaments (+2 unholy)
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 15
Saves: Fort +14, Ref +9, Will +5
Abilities: Str 23, Dex 16, Con 18, Int 12, Wis 8, Cha 16
Skills: Intimidate +22, Listen +3, Ride +13*, Spot +2 (*-5 armor check penalty)
Feats: Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Improved Sunder, Mounted Archery, Mounted Combat, Point-Blank Shot, Power Attack, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Environment: Any
Organization: Solitary, entourage (1 plus 1-3 fiend knight colonels, 2-8 fiend knight captains, and 1-4 8th-level spellcasters) or command staff (1 plus 1-4 fiend knight colonels, 5-30 4th- to 7th-level fiend knight captains, and 2-5 8th-level spellcasters)
Challenge Rating: 13
Treasure: Standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: +3
*includes +2 unholy from unholy armaments
Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level
Dex boosted at 8th level
Str boosted at 12th level
Fiend knight generals are normally mounted on nightmares or undead steeds.
Possessions: +3 full plate, +1 composite longbow (+5 Str bonus), amulet of health +2, gauntlets of ogre power, +1 frost greatsword, potion of haste, +1 ring of protection, +2 cloak of resistance.
Fiend Knight Marshal, 16th-level Human Fighter
Medium Outsider (Native)
Hit Dice: 16d10+80 (168 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 25 (+1 Dex, +2 deflection, +12 demon armor), touch 13, flat-footed 24
Base Attack/Grapple: +16/+24
Attack: +1 icy burst greatsword* +29 melee (2d6+19/17-20 plus 1d6 cold [1d10 on critical hit] plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 heavy mace of disruption* +27 melee (1d8+11 plus 1 Con plus 2d6 vs. good-aligned creatures; undead destroyed on failed DC 14 Will save) or lance* +27 melee (1d8+15/x3 plus 2d6 vs. good-aligned creatures) or demon armor claw* +27 melee (1d10+11 plus contagion plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 composite longbow (+6 Str bonus)* +22 ranged (1d8+9/x3 plus 1 Con plus 2d6 vs. good-aligned creatures)
Full Attack: +1 icy burst greatsword* +29/+24/+19/+14 melee (2d6+19/17-20 plus 1d6 cold [1d10 on critical hit] plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 heavy mace of disruption* +27/+22/+17/+12 melee (1d8+11 plus 1 Con plus 2d6 vs. good-aligned creatures; undead destroyed on failed DC 14 Will save) or lance* +27/+22/+17/+12 melee (1d8+15/x3 plus 2d6 vs. good-aligned creatures) or 2 demon armor claws* +27 melee (1d10+11 plus contagion plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 composite longbow (+6 Str bonus)* +22/+17/+12/+7 ranged (1d8+9/x3 plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 composite longbow (+6 Str bonus)* +20/+20/+15/+10/+5 ranged (1d8+9/x3 plus 1 Con plus 2d6 vs. good-aligned creatures) w/Rapid Shot
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy armaments (+3 unholy wounding)
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 20
Saves: Fort +15, Ref +8, Will +4
Abilities: Str 26, Dex 16, Con 20, Int 12, Wis 8, Cha 16
Skills: Intimidate +26, Listen +4, Ride +17*, Spot +3 (*-5 armor check penalty)
Blind-Fight, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Mounted Archery, Mounted Combat, Point-Blank Shot, Power Attack, Rapid Shot, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Environment: Any
Organization: Solitary, entourage (1 plus 1-3 fiend knight generals, 1-4 12th-level spellcasters, and 2-8 fiend knight colonels) or command staff (1 plus 1-4 fiend knight generals, 2-5 12th-level spellcasters, 5-15 8th- to 11th-level fiend knight colonels, and 5-25 fiend knight captains)
Challenge Rating: 17
Treasure: Standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: +3
*includes +3 unholy wounding from unholy armaments
Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level
Dex boosted at 8th level
Str boosted at 12th level
Str boosted at 16th level
Fiend knight marshals are normally mounted on cauchemar nightmares or undead steeds.
Possessions: Demon armor, +1 composite longbow (+6 Str bonus), +1 icy burst greatsword, +1 heavy mace of disruption, cloak of minor displacement, amulet of health +4, belt of giant strength +4, efficient quiver, +2 ring of protection, boots of speed.
Originally appeared in Dragon Magazine #59 (1982).
http://www.enworld.org/forum/general-monster-talk/258155-converting-greyhawk-monsters-30.html
Fiend Knights, occasionally known as Fiend-Knights of Doom and Demonic Knights of Doom, were once normal fighters corrupted by infernal magic to become more fearsome and deadly combatants. The corrupting magic has rendered them immune to nearly all mind control, while at the same time making them unswervingly loyal to their masters. They are nearly indistinguishable from normal creatures of their type.
High-level fiend knights usually command large forces of humanoid soldiers, often with allied or enslaved monsters.
A fiend knight speaks Abyssal and Infernal in addition to any languages it knew prior to acquiring the template.
Creating a Fiend Knight
"Fiend knight" is a template that can be added to any evil living creature with at the Weapon Specialization feat (referred to hereafter as the base creature). A fiend knight has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Fiend knights are normally native outsiders.
Special Qualities: A fiend knight retains all the base creature’s special qualities and gains those described below.
- Darkvision out to 60 feet.
- Immunities (Ex): Fiend knights are immune to mind-affecting spells and abilities.
- Unholy Armaments (Su): Any weapon a fiend knight wields is treated as evil-aligned for purposes of overcoming damage reduction. Additionally, fiend knights may imbue their weapons with additional qualities based on their Hit Dice (see the table below). If a fiend knight wields a magic weapon, the properties from unholy armaments overlap with those of the magic weapon. The enhancement bonuses do not stack.
- Resistance to fire (see the table below).
4-7 = Resistance to fire 5, Unholy Armaments (+1)
8-11 = Resistance to fire 10, Unholy Armaments (+2)
12-15 = Resistance to fire 15, Unholy Armaments (+2 unholy)
16+ = Resistance to fire 20, Unholy Armaments (+3 unholy wounding)
If the base creature already has one or more of these special qualities, use the better value.
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +2, Int +2, Cha +4.
Skills: A fiend knight gains a +4 racial bonus on Intimidate checks.
Environment: Any.
Organization: Solitary or see below.
Challenge Rating: Same as the base creature + 1.
Treasure: Standard.
Alignment: Any evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +3.
In Greyhawk
The Fiend Knights of Doom are an elite squad of warriors created from normal men by spellcraft on the part of both Ivid V himself, and Xaene, and also using mind-controlling magics crafted from baatezu relics. These servants are utterly, mindlessly loyal to the overking.
Sample Fiend Knights
The following fighters have acquired the fiend knight template.
Fiend Knight Captain, 4th-level Human Fighter
Medium Outsider (Native)
Hit Dice: 4d10+12 (34 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Dex, +6 +1 chainmail), touch 12, flat-footed 16
Base Attack/Grapple: +4/+7
Attack: Greatsword* +11 melee (2d6+10/19-20) or lance* +10 melee (1d8+8/x3) or masterwork composite longbow (+5 Str bonus)* +6 ranged (1d8+6/x3)
Full Attack: Greatsword* +11 (2d6+10/19-20) or lance* +10 melee (1d8+8/x3) or masterwork composite longbow (+5 Str bonus)* +6 ranged (1d8+6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy armaments (+1)
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 5
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 20, Dex 15, Con 16, Int 12, Wis 8, Cha 16
Skills: Intimidate +14, Listen +1, Ride +5*, Spot +0 (*-4 armor check penalty)
Feats: Mounted Combat, Point-Blank Shot, Power Attack, Ride-By Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Environment: Any
Organization: Solitary, patrol (1-4 plus 5-20 2nd to 4th level fighters), lance (2-12 plus 10-40 2nd-4th level fighters) or host (as lance plus plus 50-100 1st- to 3rd-level humanoid infantry)
Challenge Rating: 5
Treasure: Standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: +3
*includes +1 enhancement bonus from unholy armaments
Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level
Fiend knight captains are normally mounted on heavy warhorses, while those accompanying a high-level leader often ride undead steeds.
Possessions: +1 chainmail, masterwork composite longbow (+5 Str bonus), greatsword, +1 cloak of resistance, tanglefoot bag, potion of bull's strength, potion of cat's grace, potion of protection from arrows (10/magic), potion of shield of faith (+2), potion of cure light wounds (x2).
Fiend Knight Colonel, 8th-level Human Fighter
Medium Outsider (Native)
Hit Dice: 8d10+24 (68 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 19 (+2 Dex, +7 +2 light fortification chainmail), touch 12, flat-footed 17
Base Attack/Grapple: +8/+13
Attack: Greatsword* +16 melee (2d6+11/17-20) or lance* +15 melee (1d8+9/x3) or +1 composite longbow (+5 Str bonus)* +13 ranged (1d8+7/x3)
Full Attack: Greatsword* +16/+11 melee (2d6+11/17-20) or lance* +15/+10 melee (1d8+9/x3) or +1 composite longbow (+5 Str bonus)* +13/+8 ranged (1d8+7/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy armaments (+2)
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 10
Saves: Fort +9, Ref +6, Will +2
Abilities: Str 20, Dex 16, Con 16, Int 12, Wis 8, Cha 14
Skills: Intimidate +17, Listen +2, Ride +10*, Spot +1 (*-4 armor check penalty)
Feats: Improved Critical (greatsword), Improved Sunder, Mounted Archery, Mounted Combat, Point-Blank Shot, Power Attack, Ride-By Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Environment: Any
Organization: Solitary, entourage (1 plus 1-4 fiend knight captains, and 1-3 4th-level spellcasters) or command staff (1 plus 2-8 fiend knight captains, 2-5 4th-level spellcasters, and 5-20 2nd- to 4th-level fighters)
Challenge Rating: 9
Treasure: Standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: +3
*includes +2 enhancement bonus from unholy armaments
Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level
Dex boosted at 8th level
Fiend knight colonels are normally mounted on heavy warhorses, while those accompanying a high-level leader often ride undead steeds.
Possessions: +2 light fortification chainmail, +1 composite longbow (+5 Str bonus), +1 cloak or resistance, potion of blur, oil of keen edge.
Fiend Knight General, 12th-level Human Fighter
Medium Outsider (Native)
Hit Dice: 12d10+48 (114 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 23 (+1 Dex, +1 deflection, +11 +3 full plate), touch 12, flat-footed 22
Base Attack/Grapple: +12/+18
Attack: +1 frost greatsword* +22 melee (2d6+15/17-20 plus 1d6 cold plus 2d6 vs. good-aligned creatures) or lance* +20 melee (1d8+11/x3 plus 2d6 vs. good-aligned creatures) or +1 composite longbow (+5 Str bonus)* +17 ranged (1d8+7/x3 plus 2d6 vs. good-aligned creatures)
Full Attack: +1 frost greatsword* +22/+17/+12 melee (2d6+15/17-20 plus 1d6 cold plus 2d6 vs. good-aligned creatures) or lance* +20/+15/+10 melee (1d8+11/x3 plus 2d6 vs. good-aligned creatures) or +1 composite longbow (+5 Str bonus)* +17/+12/+7 ranged (1d8+7/x3 plus 2d6 vs. good-aligned creatures)
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy armaments (+2 unholy)
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 15
Saves: Fort +14, Ref +9, Will +5
Abilities: Str 23, Dex 16, Con 18, Int 12, Wis 8, Cha 16
Skills: Intimidate +22, Listen +3, Ride +13*, Spot +2 (*-5 armor check penalty)
Feats: Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Improved Sunder, Mounted Archery, Mounted Combat, Point-Blank Shot, Power Attack, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Environment: Any
Organization: Solitary, entourage (1 plus 1-3 fiend knight colonels, 2-8 fiend knight captains, and 1-4 8th-level spellcasters) or command staff (1 plus 1-4 fiend knight colonels, 5-30 4th- to 7th-level fiend knight captains, and 2-5 8th-level spellcasters)
Challenge Rating: 13
Treasure: Standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: +3
*includes +2 unholy from unholy armaments
Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level
Dex boosted at 8th level
Str boosted at 12th level
Fiend knight generals are normally mounted on nightmares or undead steeds.
Possessions: +3 full plate, +1 composite longbow (+5 Str bonus), amulet of health +2, gauntlets of ogre power, +1 frost greatsword, potion of haste, +1 ring of protection, +2 cloak of resistance.
Fiend Knight Marshal, 16th-level Human Fighter
Medium Outsider (Native)
Hit Dice: 16d10+80 (168 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 25 (+1 Dex, +2 deflection, +12 demon armor), touch 13, flat-footed 24
Base Attack/Grapple: +16/+24
Attack: +1 icy burst greatsword* +29 melee (2d6+19/17-20 plus 1d6 cold [1d10 on critical hit] plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 heavy mace of disruption* +27 melee (1d8+11 plus 1 Con plus 2d6 vs. good-aligned creatures; undead destroyed on failed DC 14 Will save) or lance* +27 melee (1d8+15/x3 plus 2d6 vs. good-aligned creatures) or demon armor claw* +27 melee (1d10+11 plus contagion plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 composite longbow (+6 Str bonus)* +22 ranged (1d8+9/x3 plus 1 Con plus 2d6 vs. good-aligned creatures)
Full Attack: +1 icy burst greatsword* +29/+24/+19/+14 melee (2d6+19/17-20 plus 1d6 cold [1d10 on critical hit] plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 heavy mace of disruption* +27/+22/+17/+12 melee (1d8+11 plus 1 Con plus 2d6 vs. good-aligned creatures; undead destroyed on failed DC 14 Will save) or lance* +27/+22/+17/+12 melee (1d8+15/x3 plus 2d6 vs. good-aligned creatures) or 2 demon armor claws* +27 melee (1d10+11 plus contagion plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 composite longbow (+6 Str bonus)* +22/+17/+12/+7 ranged (1d8+9/x3 plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 composite longbow (+6 Str bonus)* +20/+20/+15/+10/+5 ranged (1d8+9/x3 plus 1 Con plus 2d6 vs. good-aligned creatures) w/Rapid Shot
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy armaments (+3 unholy wounding)
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 20
Saves: Fort +15, Ref +8, Will +4
Abilities: Str 26, Dex 16, Con 20, Int 12, Wis 8, Cha 16
Skills: Intimidate +26, Listen +4, Ride +17*, Spot +3 (*-5 armor check penalty)
Blind-Fight, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Mounted Archery, Mounted Combat, Point-Blank Shot, Power Attack, Rapid Shot, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Environment: Any
Organization: Solitary, entourage (1 plus 1-3 fiend knight generals, 1-4 12th-level spellcasters, and 2-8 fiend knight colonels) or command staff (1 plus 1-4 fiend knight generals, 2-5 12th-level spellcasters, 5-15 8th- to 11th-level fiend knight colonels, and 5-25 fiend knight captains)
Challenge Rating: 17
Treasure: Standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: +3
*includes +3 unholy wounding from unholy armaments
Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level
Dex boosted at 8th level
Str boosted at 12th level
Str boosted at 16th level
Fiend knight marshals are normally mounted on cauchemar nightmares or undead steeds.
Possessions: Demon armor, +1 composite longbow (+6 Str bonus), +1 icy burst greatsword, +1 heavy mace of disruption, cloak of minor displacement, amulet of health +4, belt of giant strength +4, efficient quiver, +2 ring of protection, boots of speed.
Originally appeared in Dragon Magazine #59 (1982).
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