Last week, I created a faction of Hell Knights, a radical organization that made a pact with devils, dedicated to the utter destruction of disorder and chaos. Today, I'm going to stat up a Hell Knight.

First, the concept. I want this to be powerful melee and ranged combatant with an infernal flavor. I also want to communicate the idea of single-mindedness, of fanaticism that lets it power through obstacles.

For power, I looked at the creatures around CR 7 and 8. The chain devil might initially seem like an obvious choice, but its chains add a complicated mechanic I'm not going for. Similarly, the shield guardian has mechanics around wearer of its amulet that I don't really want to design around. The oni seems like a pretty good choice, but it's a spellcaster and feels more like it would run away if seriously threatened.

So I finally settled on the hezrou. It has several powerful attacks, an aura that I can swap out for other effects, and several resistances and immunities I can work with.

Hell Knight by badillafloyd

Let's keep its multiattack, but switch it to either three melee attacks or three ranged attacks. Because one of the hezrou's attacks did 4 more points of damage than the other two, we'll just increase the damage output of its attacks by 1 to make up the difference.

The Hell Knight should be able to power through obstacles, so let's replace its poison aura with the ability to gain advantage on two saving throws per short or long rest. That will let it potentially shrug off a couple of spells or other effects.

Devils commonly have magic resistance, so let's keep that as an effect of the Hell Knight's infernal pact.

I think we're done! Let's stat it up.

Stat block

Homebrewery stat block:


Hell Knight

Medium humanoid, lawful neutral


  • Armor Class 16
  • Hit Points 130 (16d8 + 58)
  • Speed 30 ft.
    STR DEX CON INT WIS CHA
    18 (+4) 17 (+3) 16 (+3) 14 (+2) 12 (+1) 13 (+1)

  • Saving Throws STR +7, WIS +4
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages Abyssal, Common
  • Challenge 8 (3,900 XP)

    Magic Resistance. The hell knight has advantage on saving throws against spells and other magical effects.

Fanatical Persistence. When the hell knight makes a saving throw, it can make that saving throw with advantage. It can only do this twice between each short or long rest.

Actions

Multiattack. The hell knight makes either three melee weapon attacks or three ranged weapon attacks.

Hellblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 12 (2d6 + 5) slashing damage.

Bow of Distant Retribution. Ranged Weapon Attack: +7 to hit, ranged 80/320, one target. Hit 12 (2d6 + 5) piercing damage.

View the art for this monster here

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