The thumping of a Knight’s hooves is a frightful thing. The Board’s stone cracks under their step, sounding not unlike bone after bone breaking as they charge. The sound often sits in strange juxtaposition to the Knights themselves, who are chivalrous and honorable in their duties. When not engaged in combat, they are pleasant if bland in their conversation, quoting the scripture of the Bishops or this platitude or that of their Kings. They are a favorite of both Kings for their formidable combat prowess, speed, and even a mild penchant for creativity not seen in many of the other Pieces. Any who doubt the power of the Knights should recall the Game when Black and his Queen once found defeat against a force of eight Knights and the Pawns they lead.
Large construct, lawful neutral
Armor Class 20
Hit Points 112 (16d10+32)
Speed 60 ft.
|18 (+4)||20 (+5)||14 (+2)||10 (+0)||12 (+1)||13 (+1)|
Saving Throws Strength +7, Dexterity +8
Skills Athletics +8, Perception +5
Damage Resistances piercing and slashing from nonmagical weapons that aren’t adamantine
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Common, telepathy 60 ft.
Challenge 10 (5,900 XP)
- Checkmate. A Knight is destroyed, crumbling to dust, if its King is ever destroyed.
- Impossible Stone. A Knight’s attacks and weapons are considered magical for the purposes of the damage they deal so long as the Knight is alive.
- Charge. If a Knight moves at least 30 ft. straight toward a target and then hits it with a lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
- Multiattack. The Knight makes two kick attacks. One of these attacks can be replaced with a lance attack.
- Lance of Impossible Stone. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage.
- Kick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5)
The Knight’s design is not unlike some strange combination of the traditional image of a knight in shining armor with that of a centaur. Their upper bodies are that of an armored male while their lower bodies are that of a powerful horse. The Knights carry a heavy stone lance, completely impractical as a weapon once they are destroyed and the magic of the Board leaves the weapon.
Knights are often deployed to lead moderately sized forces in battle. They are not completely indispensable if lost but additionally their ability to think slightly more critically than most other pieces, coupled with their speed, often allows them to successfully retreat to fight another day when battles go poorly. Like all pieces, the Knights are loyal to their leaders and will follow orders to the letter, but often those orders are given slightly more room for adaptation then, for example, the simple-minded Pawns might be allowed.