Iron Knight

Ferric Horse, Large Mechanical Carapacian (Tier 2, CR 2)

Core Numerics

StatValueStatValue
Tier2Hit Points70 HP
Initiative+13Speed40 ft.
Damage (base)17Damage (mod)+7

Base Stats

AttributeSTRCONDEXINTWISCHA
Modifier+5+8+2+10+8+2

Defenses

DefenseValueDefenseValueDefenseValue
AC14Aegis0Fort14
Ref14Will14DC15

Anatomy

Head (+4): +50% damage to headshots. Legs (4) (+2): If an attack/ability deals any effect besides damage to at least two legs, it also inflicts Cripple (10, 1 round). Fuel Line (Secret: DC) (+4): Has 13 HP. If destroyed, target has DoT (13, until repaired)

Traits

War Training (mount): This creature can grant a creature mounting it cover, granting it +6 to cover bonuses, but any attacks that miss them automatically hit the mount. Any effects that modify attack rolls against the mount in any way also affect their riders

Actions

Hoof: Major action - Melee weapon attack, 10 ft. range, all targets within 5 ft. radius, 17 damage. Shockwave: Major action - Melee weapon attack, 20 ft. radius, all targets, targets Reflex, 10 damage. Bray: Major action - Ranged weapon attack, 60 ft. radius, all targets, targets Will, Setback (2). Trample: Special - When the Knight uses Dash, it automatically deals 3 damage to any target it moves through during it. Rage of Aquarius: Special - The Knight is Empowered while it has any negative conditions on itself.

Tactics

Open with Bray unless player has high Will, use Shockwave if facing two or more targets, Trample if being kited, but otherwise standard melee tactics.

Drops

90 EXP

Description

Linebreakers, the Knights don’t stop until they die, acting as fast-moving forces to flank, encircle, or deny.