The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/character/16259.aspx

Khaen es-Katrin, Knight of the Green Death

by Clive Squire


Male Minotaur Death Knight Fighter /Lily 6 (CR 20)
Strength24 Fortitude+12 Armor Class26
Dexterity10 Reflex+5 Flat-footed AC10
Constitution0 Will+6 Touch AC26
Intelligence6 AlignmentLE Base Attack+16
Wisdom16 Speed20 Melee Attack+23
Charisma20 Initiative+4 Ranged Attack+16
Hit Points161 SizeMedium

Special:

Fear Aura (15ft, Will DC 22), Low-light vision, Darkvision 60ft, Immunity (fear, cold, electricity, polymorph, undead immunities), DR 10/magic, Turn Resistance, SR 26, Sneak Attack +2d6, Abyssal Blast (1/day, 20ft-radius, 1,040ft, 16d6, Reflex DC 22), Armoured Mobility, +2 vs. Mind-Affecting Spells, Demoralise, Create Skeletal Warrior, Summon Mount (Fiendish Kuldurath, see below), Undead Followers (32 HD of undead followers).

Skills:

Diplomacy +11, Intimidate +27, Knowledge (religion) +0, Listen +3, Ride +6, Speak Language (Sylvan), Spot +3, Swim +9, Use Rope +3.

Feats:

Cleave, Great Cleave, Diehard (b), Greater Weapon Focus (greatsword), Honour-Bound, Hulking Brute, Improved Initiative, Improved Sunder, Mighty Steed*, Power Attack, Scent, Skill Focus (intimidate), Weapon Focus (greatsword), Weapon Specialist (greatsword). *Knightly Orders of Ansalon.

Languages:

Common, Kothian, Sylvan

Spell-like Abilities (CL 16th)

1/day – detect magic, dispel magic, power word – blind, power word – stun, symbol of pain, symbol of fear, wall of ice.

Weapons:

Melee: +2 unholy greatsword +27/+22/+17/+12 (1d8+9 [+2d6 vs. good], x3) or
Melee: Gore +23 (1d6+7) or
Melee: Gore +23 (2d6+10) as part of charge
Melee: Touch +23 (1d8+5 plus 1 Con damage, see text)

Possessions:

+2 unholy greatsword, +3 profane acidic flaming full plate mail.

Background

Khaen es-Katrin was a promising Minotaur recruit in the Knights of Neraka during the early part of the Age of Mortals. Khaen originally came from a wealthy family on Kothas, but left them when he failed to effectively assassinate his father and take over his family's lucrative merchant shipping business.

He was approached and finally sponsored to enter the Knights of Neraka as a Lily Knight. Always one to take advantage of any opportunities that came his way, Khaen managed to rise through the ranks quickly. Any opportunity that didn't come, Khaen made, regardless of the cost as long as he gained power and wealth.

During a routine patrol on the borders of the Qualinesti Forest, Khaen betrayed his fellow knights and sided with the great green dragon, Beryllinthranox, causing the deaths of his fellow knights, who cursed him as they were slaughtered. When Beryl fell, Khaen switched his allegiance back to the Knights of Neraka, but too late. The Knights gleaned that Khaen had betrayed the knighthood and sentenced him to death.

In one of her last acts before she died at the culmination of the War of Souls, Takhisis transformed Khaen into a death knight, hoping to use him as a replacement for Lord Soth, the Knight of the Black Rose. Takhisis granted Khaen a Kuldurath, a great horned magical beast she drew from the depths of the Abyss as his mount.

Khaen never saw action during the War of Souls, he travelled to Nightlund at his new mistresses instruction. After Takhisis' death, Khaen now seeks to set himself up as the Lord of Nightlund and claim Soth's old castle, Dargaard Keep.

Appearance

Khaen is a tall but now emaciated figure of a Minotaur. His reddish fur has been burned black as coal; his polished horns now glow with a soft, red infernal light. He wears a full set of blackened and dented plate mail, which he sheathes in green flames when annoyed or angry and carries a large sword, which if looked into, shows the horrifying depths of the Abyss.

Personality

Khaen s a brute of a Minotaur, preferring to use force and intimidation over diplomacy and subtlety. That does not mean that he cannot be sly when he needs to; he just prefers quick and decisive actions and outcomes to slower actions.

Fiendish Kuldurath Mount CR 10

NE Large Magical Beast (extraplanar)
Source: Fiend Folio
Init: +0; Senses: Low-light vision, darkvision 60ft, Listen +2, Spot +2.
Aura electricity (see text)
Language: Sylvan (understand no speech)

AC 25, touch 9, flat-footed 25; Endurance
AC 27, touch 9, flat-footed 27 vs. good
(–1 size, +10 profane armour, +6 natural)
HP: 85 (9 HD); DR 10/magic
Immune electricity and mind-affecting effects
Resist cold & fire 10; SR 14
Fort: +10, Ref: +6, Will: +5

Speed: 40ft (in +2 profane full plate barding); 60ft base, climb 30ft; Run
Melee: Gore +13 (2d6+5) or
Melee: Gore +13 (2d6+5) and armour spikes +8 (1d8+2) and 2 kicks +8 (2d4+2).
Space: 10ft; Reach: 5ft
Bas0e Atk: +9; Grp: +18
Attack Options: Charge, trample, power attack, smite good 1/day (+9 damage), magic strike.

Abilities: Str 21, Dex 10, Con 19, Int 5, Wis 14, Cha 10
SQ: Share defences.
Feats: Combat Reflexes, Endurance, Power Attack, Run.
Skills: Climb +17, Intimidate +4, Jump +9.
Possessions: +2 profane full plate barding.

Charge (Ex): A kuldurath can charge an opponent, dealing double damage with a successful gore attack.

Electricity Aura (Su): A kuldurath can, three times per day as a free action, emit a powerful aura of electricity. All creatures within 30ft must make a Reflex save (DC 18) or take 2d6 points of damage.

Trample (Ex): A kuldurath can, as a standard action, trample opponents at least one size smaller than itself. This deals 2d6+5 points of bludgeoning damage. an opponent can attempt an attack of opportunity (with a –4 penalty) or a Reflex save (DC 19) to take half damage.

Smite Good (Su): Once per day the kuldurath can make a normal melee attack and deal +9 points of extra damage against a good opponent.

Share Defences (Su): A kuldurath automatically gains the benefits of the rider's damage reduction and energy resistances, as well as any spell effect with a range of personal.

Skills: Kuldurath's have a +8 racial bonus on Climb checks and can choose to take 10 on a Climb check, even if rushed or threatened.

Acidic Sheath (Armour Quality)

You can, as a standard action, enclose yourself in a fluid sheath of acid that does no damage to you or the armour or shield the enchantment is place on. This acid deals 1d6 points of acid damage to any creature that strikes you. Creatures are allowed a Reflex save against DC 17 to avoid the damage. Creatures using ranged or reach weapons take no damage and need not make a save.

Moderate Conjuration; CL 9th; Craft Magic Arms & Armour, acid sheath*; Cost +90,000stl.

Flaming Sheath (Armour Quality)

You can, as a standard action, enclose yourself in a flaming sheath of fire that does no damage to you or the armour or shield the enchantment is place on. This flames deals 1d6 points of fire damage to any creature that strikes you. Creatures and objects are allowed a Reflex save against DC 15 to avoid the becoming set on fire by the flames and taking additional fire damage each round thereafter until the fire is extinguished. Creatures using ranged or reach weapons take no damage and need not make a save.

Faint Conjuration; CL 3rd; Craft Magic Arms & Armour, combust*;Cost +12,000stl.

* spells found in the Spell Compendium.

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