Medium construct, lawful neutral
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 8 (-1) | 20 (+5) | 10 (+0) | 12 (+1) | 8 (-1) |
Armor Class 20 (plate, shield)
Hit Points 57 (6d8 + 30)
Speed 30 ft.
Saving Throws Strength +8, Constitution +8
Skills Insight +4, Intimidation +5, Perception +4, Religion +3
Damage Immunities acid, cold, fire, force, necrotic, poison, psychic, radiant, thunder; bludgeoning, piercing, and slashing from magical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Ledean, those it spoke in life
Challenge 6 (2, 300 XP)
Special Traits
- Immutable Form. The hollow knight is immune to any spell or effect that would alter its form.
- Limited Magical Immunity. The hollow knight cannot be affected by spells of 6th level or lower, unless the spell does lightning damage. The hollow knight has advantage on saving throws against all other spells and magical effects and is immune to damage from magical weapons.
- Magic Weapons. The hollow knight’s weapon attacks are magical.
- Military Precision. The hollow knight has advantage on its attack rolls if another hollow knight is within 10 feet of its target.
- Darkling Trait – Darkling Precision. Military Precision works with illusions and clones of the Darkling as well.
Actions
- Multiattack. The hollow knight makes two attacks with its lance if mounted, otherwise it makes two attacks with its longsword.
- Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.
- Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) slashing damage if used with two hands.