Silent Knight
2014Medium fey, chaotic neutral
Armor Class 19
Hit Points 225 ()
Speed 35 ft.
Initiative
Saving Throws Str +8, Cha +10
Skills Deception +10, Perception +7, Stealth +11
Damage Immunities thunder
Condition Immunities deafened
Senses passive Perception 17
Languages Common, Elvish, Sylvan
Challenge 10 (5,900 XP)
Actions
Multiattack. The knight makes three thundermaul attacks.
Thundermaul. Melee or Ranged Weapon Attack: , reach 5 ft. or range 30/120 ft., one target. Hit: bludgeoning damage plus thunder damage.
Steps of Thunder (Recharge 6). The footsteps of the knight suddenly clap like thunder. The knight moves up to its speed without provoking opportunity attacks, then becomes silent once more. The first time the knight passes within 5 feet of a creature during this movement, that creature must make a DC 20 Constitution saving throw. On a failed save, a creature takes thunder damage and is deafened. On a successful save, the creature takes half as much damage and isn’t deafened.