Here are three lantern knights, supposed to the mini-bosses in my campaign. Like dragon-hauted Cabour the format is inspired by wisdom from a lot of other sources - such as "paragon creatures" - in hope of making solo monsters that can pose a challenge to a group of players. They are not playtested, so whether it works or not I do not know.
Four basic ideas:
- Each lantern knight has a single theme for its special attacks. This should make it possible to anticipate actions, even when the knight is only encountered over a few rounds of combat.
- The special attacks are mainly tied to turn timers. This forewarns of their coming in an obvious way, but also interrupts the back-and-forth of sidewise initiative.
- Special attacks are also set up so that one timer (d8) is tied to ranged and the other (d12) to melee. This should make it possible to interrupt the attacks through positioning, thereby encouraging movement.
- Each lantern knight has more than one HD pool that must be depleted in order. When one is reduced to zero, the circumstances of the encounter changes substantially.
I hope they survive playtest, because the format seems manageable both to write and to run.
ALASTER
Proud and oblivious of his fall, his shielded lantern glows like a sun.
HD 7/7
- Exquisite armour (ar 8, magic 4, flame 4)
- Blackened crossbow (dmg 1d12/magic, range 12)
- Champion sword (dmg 1d12/magic, fast, deathblow)
Radiant: all characters starting their round within 2 squares of Alaster must suffers 1d4 damage (no armour).
Unnatural
life: Alaster has two HD pools. When one pool is reduced to zero
Alaster is downed. Any surplus damage is lost, and all ongoing effects
targeting him ends.
Demonic actions: Alaster has 1 bonus round (move AND attack) per HD pool.
Unshielded
radiance (downed): When a HD pool is reduced to 0, the metal cover than
shields Alaster's light is is dislodged. When this happens, the damage
of radiant and consuming light doubles (to 2d4 and 2d8, respectively).
Turn timers
1d8:
Mothlight. If not in melee, Alaster lifts his lantern and lets it burn
like a beacon. All characters within line of sight must save or make a
full movement directly towards him. In addition, all actions are HARD
for affected characters until next turn.
1d12: Consuming light. If in
melee, Alaster covers his face with his arm and lets the lantern burn
unshielded. All characters within 2 squares must save or suffer 1d8
damage (no armour) as their flesh boils under the horrible light.
BLAINE
A hulking mass of armour and weapons, carrying a faint candle like a captured bird.
HD 5/5/5, Large (+1)
- Layered armour (ar 8/4/2, magic 6), evade +0/+2/+4
- Jagged
greataxe (dmg 1d14, reach 1, deathblow, rend: save vs total damage or
armour is dented; dent it again and AR is irreparably reduced by one).
- Blunt greatsword (dmg 1d12-1, reach 1, deathblow, knockdown).
- Hand axes (dmg 1d10 each, rend: save vs total tamage or armour is dented).
- Rusted short sword (dmg 1d8-1, fast) and fractured shield (ar 1d8-1)
- Improvised weapon (dmg 1d6-1, close, knockdown).
Unnatural
life: Blaine has three HD pools. When one pool is reduced to zero
Blaine is downed. Any surplus damage is lost, and all ongoing effects
targeting him ends.
Demonic actions: Blaine gains 1 bonus round (move AND attack) per HD pool lost.
Shed
(when downed): When a HD pool is reduced to 0, Blaine crawls out of his
armour like an insect breaking free from its cocoon. Each time this
happens, AR is halved (to 4, then 2), evade increases by +2.
Turn timers
1d8:
Hurl weapon. If not in melee, Blaine moves up to full movement and
throws his weapon at the most exposed target (as weapon, range 12,
knockdown).
1d8: Special attack. If in melee, Blaine performs a special attack (per weapon).
Special attacks
- Destruction (axe): all characters in melee must save or suffer half damage and have their armour dented.
-
Stunned (sword): target character must save or become stunned for 1d3
rounds and have their helmet torn off and thrown 1d6+5 squares in random
direction.
- Tear (unarmed/other): Blaine grabs the target character and starts tearing: save or armour is ripped/deformed (AR -1).
GWENT THE GAUNT
A skeletal knight long since fallen from honor, sustained by the cold light of his lantern.
HD 4/4/4, Large (+1)
- Chain +1 (ar 5, flame 4)
- Thin spear (dmg 2d6, piercing 3, reach 2, deathblow)
Impaling strike: If any damage dice shows max damage, the spear is stuck in its target. Impaled characters cannot move without suffering 1d6 damage (no armour). Removing the spear is an action, requires a STR check and results in 1d6 damage (no armour).
Fling: Instead of dealing damage, the attack sends the target 2d4 squares away. If target is impaled, no attack roll is needed.
Unnatural life: Gwent has three HD pools. When one pool is reduced to zero Gwent is downed. Any surplus damage is lost, and all ongoing effects targeting him ends.
Demonic actions: Gwent has 1 bonus action (move OR attack) per HD pool.
Lights out (when downed): When a HD pool is reduced to 0, the lantern's light fades. As long as there are no other light sources all character-actions requiring sight are HARD, and Gwent strikes from behind and with surprise each turn, if possible. During this time, no turn timers are rolled. Gwent re-lights his lantern once there is another light source.
Turn timers
1d8: Blow fire. If not in melee, Gwent moves up to 3", lifts his lantern and blows fire (fire dmg 1d10, area 6:2, save or catch fire for 1d4 fire damage per round until put out).
1d12: Burn. If in melee, Gwent uses his lantern to burn the most susceptible opponent (fire dmg 1d4, save or catch fire for 1d4 fire damage per round until put out).
Demonic action in both Alaster and Blaine seem to reference Gwent "Demonic actions: Gwent gains 1 bonus..."
SvaraRaderaQuestion: are there only three Lantern Knights or is there more of them, in theory?
so much for copy/paste! Good catch, thanks.
RaderaThe plan was for about 10 lantern knights. But I don't really have a strong foundation for any particular number anymore.
The knights destroyed a coven of witches, only realizing their mistake when all witches lay dying. The bloodshed cannot be undone, but as long as their lights burn the witches' ghosts are not lost to the netherworld. They now wander as miscreants, begging, stealing or murdering for things to fuel their lamps, hating each other for complicity in the crime and fearing that someone will snuff their lantern to fuel another.
The original inspiration came partly from the barren baronies (http://falsemachine.blogspot.com/2017/05/the-barren-baronies.html).
So the knights atone for the massacre by guiding souls of witches or they save themselves, as witches lost in netherworld don't come to haunt them?
RaderaI asked about numbers because these three are almost as Maiden/Matron/Crone triad, although Blaine as Matron is probably a stretch.
(witches lost in netherworld come to haunt the knights, i.e.; sorry for typos)
RaderaThey guide the souls. The second option (being haunted) is good, but atonement just feels more knightly romance to me.
RaderaMaking them in "sets" after archetypes would be super neat. I'll see what I can do, now I just started from one action and tried to extrapolate that into a theme.