Saturday, June 21, 2025

Knights

 

Tier 1 Knights (Levels 1-4)

Knight Recruit

Medium humanoid (any race), any alignment

Armor Class 15 (chain shirt) Hit Points 13 (3d8) Speed 30 ft.

STR 10 (+0) DEX 14 (+2) CON 10 (+0) INT 11 (+0) WIS 11 (+0) CHA 12 (+1)

Skills Athletics +2, Perception +2 Senses passive Perception 12 Languages any one language (usually Common) Challenge 1/4 (50 XP)

Actions Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.


Knight Scout

Medium humanoid (any race), any alignment

Armor Class 12 (leather armor, or 15 with shield if available) Hit Points 27 (6d8) Speed 30 ft.

STR 10 (+0) DEX 15 (+2) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)

Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Stealth +4 Senses passive Perception 16 Languages any one language (usually Common), plus any one additional language Challenge 1 (200 XP)

Cunning Action. On each of its turns, the knight can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The knight deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the knight that isn't incapacitated and the knight doesn't have disadvantage on the attack roll.

Actions Multiattack. The knight makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Knight Berserker

Medium humanoid (any race), any chaotic alignment

Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27) Speed 30 ft.

STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (-1) WIS 11 (+0) CHA 9 (-1)

Skills Athletics +5 Senses passive Perception 10 Languages Common Challenge 2 (450 XP)

Reckless. At the start of its turn, the knight can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.


Knight Priest

Medium humanoid (any race), any alignment

Armor Class 13 (chain shirt) Hit Points 27 (5d8 + 5) Speed 30 ft.

STR 10 (+0) DEX 10 (+0) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)

Skills Medicine +7, Persuasion +3, Religion +5 Senses passive Perception 13 Languages any two languages Challenge 2 (450 XP)

Divine Eminence. As a bonus action, the knight can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the knight expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Spellcasting. The knight is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The knight has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, guiding bolt, sanctuary 2nd level (3 slots): lesser restoration, spiritual weapon 3rd level (2 slots): dispel magic, spirit guardians

Actions Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d8) slashing damage, or 4 (1d10) slashing damage if used with two hands. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.


Knight (Tier 1 Champion)

Medium humanoid (any race), any alignment

Armor Class 18 (plate) Hit Points 52 (8d8 + 16) Speed 30 ft.

STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)

Saving Throws Con +4, Wis +2 Senses passive Perception 10 Languages any one language (usually Common) Challenge 3 (700 XP)

Brave. The knight has advantage on saving throws against being frightened.

Actions Multiattack. The knight makes two melee attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.


Knight Veteran

Medium humanoid (any race), any alignment

Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 30 ft.

STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)

Skills Athletics +5, Perception +2 Senses passive Perception 12 Languages any one language (usually Common) Challenge 3 (700 XP)

Actions Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Tier 2 Knights (Levels 5-10)

Knight Elite Warrior

Medium humanoid (any race), any alignment

Armor Class 18 (plate, or studded leather with shield if preferring lighter for agility) Hit Points 71 (11d8 + 22) Speed 30 ft.

STR 13 (+1) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)

Saving Throws Dex +7, Con +5, Wis +4 Skills Athletics +4, Perception +4, Stealth +7 Senses passive Perception 14 Languages Common Challenge 5 (1,800 XP)

Actions Multiattack. The knight makes two longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) if used with two hands. Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 4) piercing damage.

Reactions Parry. The knight adds 3 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.


Knight Battle-Mage

Medium humanoid (any race), any alignment

Armor Class 15 (chain shirt, 18 with mage armor and shield if used) Hit Points 40 (9d8) Speed 30 ft.

STR 9 (-1) DEX 14 (+2) CON 11 (+0) INT 17 (+3) WIS 12 (+1) CHA 11 (+0)

Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6, Athletics +2 Senses passive Perception 11 Languages Common, plus any three additional languages Challenge 6 (2,300 XP)

Spellcasting. The knight is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The knight has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion, spiritual weapon (reflavored as a spectral greatsword) 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold

Actions Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) if used with two hands. Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.


Knight Assassin

Medium humanoid (any race), any non-good alignment

Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 30 ft.

STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0)

Saving Throws Dex +6, Int +4 Skills Acrobatics +6, Athletics +3, Deception +3, Perception +3, Stealth +9 Damage Resistances poison Senses passive Perception 13 Languages Common, Thieves' cant, plus any two languages Challenge 8 (3,900 XP)

Assassinate. During its first turn, the knight has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the knight scores against a surprised creature is a critical hit. Evasion. If the knight is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the knight instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack. Once per turn, the knight deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the knight that isn't incapacitated and the knight doesn't have disadvantage on the attack roll.

Actions Multiattack. The knight makes two shortsword attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.


Knight High Priest

Medium humanoid (any race), any alignment

Armor Class 16 (scale mail) Hit Points 71 (13d8 + 13) Speed 30 ft.

STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 13 (+1) WIS 17 (+3) CHA 18 (+4)

Saving Throws Con +4, Wis +6, Cha +7 Skills Insight +6, Medicine +6, Perception +6, Religion +4, Persuasion +7 Senses passive Perception 16 Languages Common, plus any one additional language Challenge 8 (3,900 XP)

Spellcasting. The knight is a 10th-level spellcaster. Its spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The knight has the following cleric spells prepared: Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness 2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic 4th level (3 slots): divination, freedom of movement 5th level (2 slots): insect plague, mass cure wounds

Actions Multiattack. The knight makes two longsword attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing damage plus 17 (5d6) poison damage (reflavored from scourge). Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.


Knight Champion

Medium humanoid (any race), any alignment

Armor Class 18 (plate) Hit Points 91 (14d8 + 28) Speed 30 ft.

STR 16 (+3) DEX 14 (+2) CON 15 (+2) INT 14 (+2) WIS 14 (+2) CHA 15 (+2)

Saving Throws Con +5, Int +5, Wis +5 Senses passive Perception 12 Languages Common Challenge 8 (3,900 XP)

Innate Spellcasting (Psionics). The knight's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3/day each: jump, misty step, nondetection (self only), tongues 1/day each: plane shift, telekinesis

Actions Multiattack. The knight makes two greatsword attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Tier 3 Knights (Levels 11-16)

Knight Shadowblade

Medium humanoid (any race), any alignment

Armor Class 17 (studded leather) Hit Points 150 (20d8 + 60) Speed 30 ft.

STR 14 (+2) DEX 21 (+5) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 13 (+1)

Saving Throws Dex +9, Con +7, Wis +6 Skills Acrobatics +9, Athletics +6, Perception +6, Stealth +9 Senses darkvision 60 ft. (if applicable by race), passive Perception 16 Languages Common, plus any one additional language Challenge 11 (7,200 XP) Proficiency Bonus +4

Devil's Sight (Optional). Magical darkness doesn't impede the knight's darkvision.

Actions Multiattack. The knight makes three Shadow Blade attacks. Shadow Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage. Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Spellcasting. The knight casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: minor illusion 1/day each: darkness, disguise self

Bonus Actions Shadow Step. When in dim light or darkness, the knight can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.


Knight Archmage

Medium humanoid (any race), any alignment

Armor Class 15 (with mage armor cast) Hit Points 99 (18d8 + 18) Speed 30 ft.

STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 20 (+5) WIS 15 (+2) CHA 16 (+3)

Saving Throws Int +9, Wis +6 Skills Arcana +13, History +13 Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin) Senses passive Perception 12 Languages Common, plus any five additional languages Challenge 12 (8,400 XP)

Magic Resistance. The knight has advantage on saving throws against spells and other magical effects. Spellcasting. The knight is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The knight can cast disguise self and invisibility at will and has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, identify, mage armor*, magic missile 2nd level (3 slots): detect thoughts, mirror image, misty step 3rd level (3 slots): counterspell, fly, lightning bolt 4th level (3 slots): banishment, fire shield, stoneskin* 5th level (3 slots): cone of cold, scrying, wall of force 6th level (1 slot): globe of invulnerability 7th level (1 slot): teleport 8th level (1 slot): mind blank* 9th level (1 slot): time stop * The knight casts these spells on itself before combat.

Actions Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) if used with two hands. Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.


Knight Master Inquisitor

Medium humanoid (Cleric, any race), any alignment

Armor Class 16 (breastplate) Hit Points 149 (23d8 + 46) Speed 30 ft.

STR 11 (+0) DEX 15 (+2) CON 14 (+2) INT 16 (+3) WIS 21 (+5) CHA 20 (+5)

Saving Throws Con +7, Wis +10, Cha +10 Skills Insight +10, Perception +10, Religion +8, Stealth +7 Condition Immunities frightened Senses passive Perception 20 Languages Common, plus any two additional languages Challenge 14 (11,500 XP) Proficiency Bonus +5

Discern Lie. The inquisitor knows when a creature speaks a lie.

Actions Multiattack. The inquisitor makes two Death Lance (reflavored greatsword) attacks. Death Lance (Greatsword). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target can't regain hit points. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 2) piercing damage. Spellcasting. The inquisitor is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The inquisitor has the following cleric spells prepared: Cantrips (at will): guidance, light, sacred flame, thaumaturgy, toll the dead 1st level (4 slots): bane, command, detect magic, sanctuary 2nd level (3 slots): hold person, spiritual weapon, zone of truth 3rd level (3 slots): bestow curse, dispel magic, spirit guardians 4th level (3 slots): banishment, compulsion, guardian of faith 5th level (3 slots): contagion, flame strike, geas 6th level (1 slot): harm 7th level (1 slot): divine word 8th level (1 slot): holy aura 9th level (1 slot): gate

Bonus Actions Spectral Dagger (Recharges after a Short or Long Rest). The inquisitor conjures a spectral dagger in its hand. For 1 minute, this dagger counts as a magic weapon that deals 2d8 psychic damage on a hit. Once per turn, when the inquisitor hits with the dagger, it can choose to add 3d6 necrotic damage to the hit.

Tier 4 Knights (Levels 17-20)

Knight Grand Consort

Medium humanoid (any race, Warrior/Wizard), any alignment

Armor Class 15 (studded leather or magical equivalent for a plate-wearing caster) Hit Points 240 (32d8 + 96) Speed 30 ft.

STR 15 (+2) DEX 20 (+5) CON 16 (+3) INT 18 (+4) WIS 15 (+2) CHA 18 (+4)

Saving Throws Dex +11, Con +9, Cha +10 Skills Acrobatics +11, Athletics +8, Perception +8, Stealth +11 Senses passive Perception 18 Languages Common, plus any two additional languages Challenge 18 (20,000 XP) Proficiency Bonus +6

Actions Multiattack. The knight makes two Greatsword attacks and uses Arcane Eruption. Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) poison damage (reflavored from scimitar). Heavy Crossbow. Ranged Weapon Attack: +11 to hit, range 100/400 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Arcane Eruption (Recharge 5–6). The knight creates a burst of magical energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one. Spellcasting. The knight is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The knight has the following wizard spells prepared: Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): hold person, misty step, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm, wall of fire 5th level (3 slots): cloudkill, cone of cold, dominate person 6th level (1 slot): chain lightning, globe of invulnerability 7th level (1 slot): finger of death, teleport 8th level (1 slot): feeblemind, mind blank 9th level (1 slot): meteor swarm

Reactions Protective Shield (3/Day). When another creature attacks a creature within 30 feet of the knight, the knight can use its reaction to impose disadvantage on the attack roll.


Knight High Matriarch/Patriarch

Medium humanoid (Cleric, any race), any alignment

Armor Class 17 (half plate or equivalent magical armor) Hit Points 247 (33d8 + 99) Speed 30 ft.

STR 12 (+1) DEX 18 (+4) CON 16 (+3) INT 17 (+3) WIS 21 (+5) CHA 22 (+6)

Saving Throws Con +9, Wis +11, Cha +12 Skills Insight +11, Perception +11, Religion +9, Stealth +10 Condition Immunities charmed, frightened, poisoned Senses passive Perception 21 Languages Common, plus any two additional languages Challenge 20 (25,000 XP) Proficiency Bonus +6

Special Equipment. The matriarch/patriarch wields a Magic Greatsword and a Rod of Retribution.

Actions Multiattack. The matriarch/patriarch makes two attacks with its Magic Greatsword or Rod of Retribution. It can also use Divine Flame. Magic Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 18 (4d8) radiant or necrotic damage (user's choice). If the target is a creature, it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn. Rod of Retribution. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 7 (2d6) force damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be weakened (disadvantage on attack rolls) for 1 minute. The weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Heavy Crossbow. Ranged Weapon Attack: +10 to hit, range 100/400 ft., one target. Hit: 10 (1d10 + 4) piercing damage. Divine Flame (2/Day). The matriarch/patriarch targets one creature it can see within 60 feet of it. The target must make a DC 20 Dexterity saving throw, taking 45 (10d8) fire or radiant damage on a failed save, or half as much damage on a successful one. Spellcasting. The matriarch/patriarch is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The matriarch/patriarch has the following cleric spells prepared: Cantrips (at will): guidance, light, sacred flame, thaumaturgy, toll the dead 1st level (4 slots): bane, command, detect magic, sanctuary 2nd level (3 slots): hold person, spiritual weapon, zone of truth 3rd level (3 slots): bestow curse, dispel magic, spirit guardians 4th level (3 slots): banishment, compulsion, guardian of faith 5th level (3 slots): contagion, flame strike, geas 6th level (1 slot): harm, planar ally 7th level (1 slot): divine word, resurrection 8th level (1 slot): holy aura, earthquake 9th level (1 slot): gate, true resurrection

Bonus Actions Divine Favor (Recharge 4-6). The matriarch/patriarch can sacrifice up to 5 hit points per spell slot level to cast a spell of that level. These hit points can't be restored until the start of the matriarch/patricarch's next turn. Summon Ally (1/Day). The matriarch/patriarch magically summons a celestial, fiend, or elemental of challenge rating 5 or lower. The summoned creature appears in an unoccupied space within 60 feet of the matriarch/patriarch, acts as an ally of its summoner, and can't summon other creatures. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Legendary Actions The matriarch/patriarch 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 matriarch/patriarch regains spent legendary actions at the start of its turn. Compel. The matriarch/patriarch targets one creature within 60 feet of it that it can see. The creature must succeed on a DC 20 Wisdom saving throw or be charmed by the matriarch/patriarch until the end of the matriarch/patriarch's next turn. Greatsword Attack. The matriarch/patriarch makes one Magic Greatsword attack. Cast a Spell (Costs 2 Actions). The matriarch/patriarch casts a spell from its list, using a spell slot.

The Engineer's Gambit

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