Bestiary · Humanoid

Halcyion Holy Knight

The Holy Knights serve the Holy Order as its military arm and its reclamation service. They recover lost technology and contain what comes out of Khaos incursions. They fight in powered plate with ion shielding and wield a greatsword with a plasma field down the edge, a weapon pattern the Order keeps older than the armor on purpose.

Halcyion Federation
Halcyion Holy Knight, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
30 ft.
Armor class
18 (powered plate)
Hit points
105 (14d8 + 42)
Proficiency
+3
  • STR 18 +4 save +7
  • DEX 13 +1 save +1
  • CON 17 +3 save +6
  • INT 13 +1 save +1
  • WIS 15 +2 save +2
  • CHA 16 +3 save +6
Skills
Athletics +7 , Religion +4 , Technology +4
Passive Perception
12
Languages
Common, Federation Standard
Damage resistances
radiant
Condition immunities
decompressed , frightened
Found in
Settlement , Hyperlane Corridor

Equipment

Spells

Channels with CHA. Save DC 14, spell attack +6 .

Casts as the Order's military arm. Its spells are consecration rites, and the Order treats the rites and the maintenance of its armor as one practice.

Traits

  • Commandery Oath

    The knight cannot be Frightened, and allies within 15 feet have advantage on saving throws against fear.

  • Ion Shielding

    The first 10 damage the knight takes each round is reduced to 0. The shield collapses for 1 minute if the knight takes lightning damage.

Actions

  • Plasma Greatsword

    +7 to hit · reach 5 ft.

    2d8 + 4 plasma damage

    The knight makes two Plasma Greatsword attacks.

  • Consecrating Strike

    DC 14 Dexterity save

    The knight strikes along a 15-foot line. Each creature in it takes 6d8 radiant damage on a failed save, or half as much on a success. Ground in the line is consecrated for 1 minute, and creatures born of a Khaos incursion cannot enter it. Recharges on a 5 or 6.

  • Containment Reaction

    When an aberration within 15 feet moves, its movement ends and it takes 3d8 radiant damage.