Bestiary · Humanoid

Halcyion Crusader Knight

Crusader Knights are the Holy Order's expeditionary vanguard, sent to recover lost technology from worlds that no ordinary Commandery can survive on. Their power armor is rebuilt for vacuum, radiation and crushing gravity. They fight at the front with plasma swords that cut through hull plate.

Halcyion Federation
Halcyion Crusader Knight, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
30 ft.
Armor class
19 (sealed power armor)
Hit points
171 (18d8 + 90)
Proficiency
+4
  • STR 22 +6 save +10
  • DEX 12 +1 save +1
  • CON 20 +5 save +9
  • INT 13 +1 save +1
  • WIS 16 +3 save +7
  • CHA 16 +3 save +3
Skills
Athletics +10 , Survival +7 , Technology +5
Passive Perception
13
Senses
darkvision 120 ft.
Languages
Common, Federation Standard
Damage resistances
cold, fire, acid
Condition immunities
poisoned , decompressed , suffocating
Found in
Hyperlane Corridor , Deep Space , Settlement

Equipment

Traits

  • Sealed Suit

    The knight needs no air and ignores extreme heat, cold, radiation and vacuum.

  • Servo Frame

    The knight counts as one size larger when grappling or shoving and cannot be knocked Prone by a creature of its size or smaller.

Actions

  • Multiattack

    The knight makes three Plasma Sword attacks.

  • Plasma Sword

    +10 to hit · reach 5 ft.

    2d6 + 6 slashing damage

    A hit also deals 3d6 plasma damage.

  • Wrist Cannon

    +5 to hit · medium range

    4d8 + 1 plasma damage

    A burst from a mounted plasma caster.

  • Ion Shield Reaction

    The knight adds 4 to its armor class against one attack that would hit it.