Yoramic Knights
Yoramic Knights
Reformed Ones
Made from the dead stuff of Far Yorama
STR DEX CON INT WIS CHA
+5 +4 +0 +1 +2 +5
SAVES+7 +6 +11
Proficiency +5
30’ Move (inexorable)
AC 20
HP 180
ALL DC 19
Attacks
Blade- 3x attacks +16 to-hit (25 slashing)
We Seek our mates
These must not interfere
We breathe again
Standard Abilities
§ Powers that identify of reveal information about them cause a Vision of Far Yorama.
o Feeling of dread precedes this (a warning to not do it)
§ Returning Weapons (any weapon is returning with range 60’/120’)
§ Planar Anchor- Teleport and plane-shift effects suffer disadvantage within 10’ of a Yoramic Knight. OR the Knight gets advantage on the save.
§ If subject to Plane Shift type effects, the knight disappears for one turn and return to a location of their choice within 60’ of where they left.
§ DC against their abilities is DC 19
§ Know what you know. This is not a telepathic web for communication, but knowledge is diseminated on a quantum level.
§ Reality Twitch- Never Surprised, Get actions at top of round.
Construct Traits
Low-light Vision
Darkvision
Immunity to all mind-affecting powers (charms, compulsions, morale effects, illusions, patterns, phantasms, domination and any similar abilities)
Immunity to disease, death effects, necromancy effecs, paralysis, poison, sleep effects, and stunning.
Not subject to ability damage
Immunity to any effect that requires a CON save (auto-pass CON saves)
Not at risk of instant death from massive damage
Destroyed at 0HP
Vision of Far Yorama
An insanity-inducing waking dream of the mega-star-sized Old God, a ball of dark purple and lavender tentacles that seeks out the living. Make five saves in order for the following (on failure) INT 19.
1) Reduce Proficiency by one
2) Disadvantage on WIS and INT saves
3) +1 permanent increase to Constitution (one time ever possible)
4) Disadvantage of death saves
5) Always Surprised
Anchoring- bonus action 120’ range, WIS 19 or anchored. Removes flight, teleportation, planar travel for two rounds.
Equipment
Sword- 2x attacks +16 to hit, 25 damage (piercing and necrotic)
Ring of Concentration (made of dark purple stone)
Move Abilities
HASTE: +2 AC, double speed, advantage on DEX saves, one extra action
Yoramic Knight Bale Weaver
Blade of Heavenly Bliss
3x Attacks at +18 to hit (30 slashing damage)
If all three attacks miss, the Yoramic Knight bestows a blessing on the target
1) Amber Aura- Advantage on the first action of any encounter
2) Obsidian Sliver- Short rest counts as long rest (one time only)
3) Purple Mark- One extra slot of highest level
OOOOO OO
Cast an Orb as a bonus action L5 spell.
Orbs last for one minute and have a range of 120’. Can be moved up to 30’ as a bonus action
§ Repulsor Orb- appears in unoccupied square within 120’. STR 19 or be pushed 10’ and knocked prone. No save if manifested in occupied square (target chooses). Cannot move into adjacent squares.
§ Deadening Orb- appears in unoccupied square within 120’. CHA 19 or lose one highest spell slot and strips highest level spell. Anti-magic within 5’ radius.
§ Gravitic Orb- STR 19 to make any move action while adjacent.
Yoramic Knight Worshipper
Complete devotion to mistress
As a bonus action he can take an item from Mistress, it teleports to his hand
Can transfer damage from Mistress to self at the time she is damaged
This damage is noted. As an action he can transfer this damage to an enemy within sight.
Yoramic Knight Venerator
Blade of Twisting
3x Attacks at +18 to hit (30 slashing damage), on a miss may move 10’ inexorable
2x Attacks at +22 to hit (35 slashing damage), on a miss heal 30HP
1x Attack at +24 to hit (reduce HP by half, and gain 20 HP)
Save WIS 19 or in one hour all ability scores are moved down one slot.
1x Legendary Action: make an attack sequence
Star Elf Violator
More Art
As a Yoramic knight ages and sees more combats, his skin grows a greyish color, but his eyes start to burn like red embers.