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
- 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.