Monsters
FEY KNIGHT
FEY KNIGHT
$7.00
Medium sentient fey humanoid (7d6)
STR 10 (4d6) AGI 15 (5d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)MAG 6 (3d6)
MELEE DEFENCE 28
RANGED DEFENCE 21
MENTAL DEFENCE 14
VITAL DEFENCE 21
HEALTH 42
SOAK 7; VULN 1d6 cold iron
IMMUNE none
INITIATIVE 7d6
PERCEPTION 6d6
SPEED 7; CLIMB 4; JUMP 30'/10'
CARRY 200lb (max lift 500lb)
REACH 5-ft
ACTIONS 2
Longsword 7d6 (4d6+4 slashing damage; sleeping poison)
Skills hardy 6 (3d6), combat 6 (3d6), perception 3 (2d6), movement 3 (2d6), tactics/reactions 6 (3d6), stealth 4.5 (2d6), magical skill 10 (4d6)
Teleport. Fey knights can teleport a double move (14 squares) as one action once per round.
Sleeping poison. Attacks inflict the Sleeping condition.