Large Aberration, Chaotic Evil
Armor Class: 16 (Half-Plate)
Hit Points: 68 (8d10+24)
Speed: 60 ft.
STR 18/+4
DEX 12/+1
CON 16/+3
INT 6/-2
WIS 8/-1
CHA 5/-3
Saving Throws: Wis +1
Damage Resistances: Cold, Psychic
Damage Immunities: Necrotic (Special)
Condition Immunities: Blinded, Exhaustion, Charmed, Frightened
Senses: Blindsight 60 ft., Passive Perception 9
Languages: Common and Deep Speech; Understands but can’t Speak
Challenge: 3
Proficiency Bonus: +2
Eldritch Vigour. When the Festering Knight would take necrotic damage, it not only ignores the damage, but also regains hit points equal to the necrotic damage it would take.
Shifting Charge. If the Lancer uses the Disengage Action and moves at least 45 feet in a straight line towards a creature, it can make one Festering Lance attack against that creature as a bonus action.
Actions.
- Festering Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10(1d12+4) piercing damage plus 6 (1d12) necrotic damage. The target must make a DC 14 Constitution saving throw. On a failure, it becomes afflicted by the effects of a strange fever, with their mind becoming dizzy and clouded. Anything further than 10 feet away from them becomes heavily obscured until the end of their next turn and they lose their concentration.
- Trample. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4). The target must make a DC 14 Strength saving throw, being knocked prone on a failure.
If the Festering Lancer moved at least 45 feet in a straight line towards a target, it can make this attack as a bonus action.
- Unholy Warcry (Recharge 6). The Lancer lets out an inhuman shrieking sound that creates pus-filled sores and bulbous tumours on everything around it. All creatures (including the Lancer) within 30 feet of the Lancer must make a DC 14 Constitution saving throw, taking 8(1d12+2) necrotic damage on a failure. Creatures can willingly choose to fail this saving throw.