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Felmog Knight

Monster

Land of Eem Core Rulebook · p.155

Open source p.155
Folk, Solo/Group
Level 1–10
Classes B, C
Parley 1
Block 2
Actions 2

The mounted, black-armored warriors from the northern realm of Felmog, renowned for their adventurousness and prowess in battle. Most belong to one of three martial orders: the Iron Sun, Cloven Tongue, or the Black Candle. But all Felmog Knights live for the quest and the attainment of ancient Relics. The Felmog Outriders, a loose alliance of every martial order, put aside political tensions to operate and trade in realms beyond Felmog.

Names: Threx, Uratan, Khasadar, Feoria

abilities

Intimidating Visage

At the beginning of a Conflict, all targets who aren't Gnomes or Knight-Errants must make a Mettle Check: 1–2 Target is. FRIGHTENED 3–5 Target is SLOWED by fear for rounds. 6–8 Target is STUNNED by fear. 9–11 Target is unaffected. Target is emboldened, 12+ and gains to their next Check.

Great Cleave

Dread always ignores Block except from Magic armor. Once every Combat, on an 11 Hit, the Felmog Knight scores a Critical Hit.

Mounted Charge

When mounted, may charge and attack a Faraway or Distant target. The Felmog Knight can't be Counterattacked and rolls Dread with Advantage.

Duelist (C)

Once every round, may Counterattack against a 9–11 Hit against them.

Magic Item (C)

Has a random Magic item.

vulnerabilities

Maces and warhammers inflict +2 Dread against Felmog Knights, who are almost always clad in full plate armor.

social

Felmog Knights Parley if it means getting what they desire, which are often items, treasure, or political gain. But they do not suffer insolent and foolhardy individuals who believe they hold more leverage than they actually do. If a Felmog Knight finds a negotiation or deal displeasing or laughable, they are likely to walk away or make the offender suffer for their disrespect. However, they are usually willing to accept Magic items and Relics as tribute instead of engaging in combat.

combat

Felmog Knights often wield two-handed weapons and are adorned in intimidating armor. They prioritize attacking Knight-Errants or anyone displaying martial prowess. When mounted, they Charge and try to corral their enemies. Felmog Knights are some of the most intelligent combatants around, and seldom make strategic errors on the battlefield. If possible, they ambush, attack from high ground, flank their opponents, and use any manner of guile and trickery to force the enemy into precarious positions.

defeat

Defeated Felmog Knights do one of two things: acknowledge their loss and agree to terms, or make a last ditch effort to escape or betray. Either way, the PCs have likely made lifelong rivals in the process.

victory

Victorious Felmog Knights are often ruthless, at best leaving their enemies to wallow in defeat. They relish the idea of creating rivals to challenge them in the future. Felmog Knights take prisoners if they feel they can gain intel through interrogation.