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Silkbound knights - AI-generated fantasy Monster

Silkbound knights

The knights were made to keep Veyr Keep's inner rooms secure. Their silk cords were once ceremonial, but the magic in them has tightened over the years, pulling armor into motion whenever a door is threatened. The fresh oil on the northern hinges suggests someone recently passed toward the treasure chamber, though the knights have not been given a new command.

Medium construct · CR 2 per knight · Uncommon

Silkbound knights

Animated suits of armor bound by enchanted silk, serving as silent sentries in Veyr Keep.
AC16
HP45/45
CR2 per knight
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 16 · HP 45 · CR 2 per knight

Silkbound knights

Medium construct (animated armor), lawful neutral
Armor Class16 (bound plate)
Hit Points45 (6d8 + 18)
Speed
Walking 25 ft.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsPerception
Damage Resistances
Cold damage
Immunities
Poison damage,
Poisoned condition
Weaknesses
The Silk Snare's bindings are vulnerable to fire.
The knight's bindings can be disrupted by a successful DC 13 Dexterity check using weaver's tools, requiring an action and contact with the knight.
Senses
Darkvision 60 ft.,
Passive Perception 11
Languages
Understands the languages of its creator but cannot speak
Challenge2 per knight
Proficiency Bonus+2
Passive Perception11
Constructed Nature. The knight does not require air, food, drink, or sleep.
Unyielding Purpose. The knight has advantage on saving throws against being charmed or frightened.

Actions

Silksteel Longsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () slashing damage, or 8 () slashing damage if used with two hands. If the target is a creature, it must succeed on a Strength saving throw or be pulled up to 5 feet toward the knight.
Silk Snare (Recharge 5-6). Ranged Weapon Attack: to hit, range 20/60 ft., one Large or smaller creature. Hit: 5 () bludgeoning damage, and the target is restrained by silk until the end of its next turn. A restrained creature can use its action to make a Strength check, freeing itself on a success. The silk can also be destroyed (AC 10; 5 hit points; vulnerability to fire; immunity to bludgeoning, poison, and psychic damage).
Multiattack. The knight makes two Silksteel Longsword attacks.

Reactions

Tugging Thread. When a creature the knight can see moves out of its reach, the knight can move up to 10 feet toward that creature. This movement does not provoke opportunity attacks.
Role
Defender and battlefield controller
Built for
2nd-level party of four; one knight is a moderate threat, two are a substantial encounter.

Gear

  • Silksteel longsword (Weapon, 25 gp)A serviceable but old blade wrapped at the grip in fine enchanted silk.
  • Bound plate (Armor, 50 gp as salvage; not wearable without repair)Tarnished plate armor stitched together by magically animated thread.

Notes for the game master

Each Silkbound knight is a custom Medium construct with no need for food, air, or sleep.
The Silk Snare's restraint ends at the end of the target's next turn unless the target escapes earlier.
This custom creature is calibrated as a CR 2 monster. Two knights together are a substantial encounter for a typical party of four 2nd-level characters.

Tactics

  1. Opening

    The knights rise from among the torn cushions when a creature approaches either exit. One blocks the way while the other launches a Silk Snare at whoever appears to be leading the group.

  2. Mid-fight

    One knight engages at sword range while the other uses Silk Snare against a mobile or vulnerable target. They try to pull intruders away from exits and into the open floor.

  3. End of the fight

    If only one knight remains and it is badly damaged, it retreats toward the northern exit to protect the passage rather than pursuing intruders into the dangerous eastern corridor.

  4. Retreat

    The knights do not feel fear, but their silk bindings unravel under sustained damage. A knight reduced to 10 hit points or fewer withdraws toward the northern doorway if it can do so without provoking an opportunity attack.

How it fights

Guard the exits rather than chasing intruders across the room.
Use Silk Snare to interrupt a character attempting to reach or unlock a door.
Pull restrained or isolated targets toward the center of the commons.
Avoid standing close together if intruders have area attacks.

Who it attacks first

A creature trying to open or pass through either exit.
An isolated creature who has been restrained.
A spellcaster or ranged attacker threatening the knights from a safe position.

Works well with

The knights work well in pairs, with one pinning an intruder while the other attacks.
A narrow doorway lets one knight block passage while the other uses its snare from behind.

How to beat it

Fire damages their silk snare and can destroy its bindings quickly.
A creature can avoid being pulled by succeeding on the Silksteel Longsword saving throw.
Keeping distance and spreading out reduces the value of the knights' short-range control.
The silk snare has limited uses and can be broken with an action.

Ways to avoid a fight

A character who presents a convincing sign of authority and succeeds on a DC 14 Charisma (Persuasion) check can make the knights hesitate for 1 minute.
A character proficient with weaver's tools can identify that the binding silk is magically animated with a successful DC 13 Intelligence check.
If no one approaches the exits, the knights remain motionless and can be mistaken for decorative armor.

Ecology

A hollow suit of tarnished plate stitched together with pale silk. Fine threads run from its joints to a ragged plume at the helm, trembling as though sensing the room. Its sword is wrapped in the same silk, and its eye slits glow faintly amber.

Behavior

The knights stand motionless among the furnishings until someone tampers with either exit or approaches the northern passage. They move with stiff, precise courtesy, silently positioning themselves between intruders and the doors. They do not attack creatures that retreat from the room.

How it lives

Silkbound knights do not eat, breathe, or reproduce. They are animated by a knot of enchanted thread beneath each breastplate, drawing their purpose from the last command woven into their bindings.

Lair

Veyr Keep's broad commons, cluttered with torn cushions and an overturned musical stand. A locked eastern door opens onto a dangerous passage; the northern exit leads toward a treasure chamber, and its hinges gleam with recent oil.

Habitat
Dungeon

Signs that it is near

Pale threads stretched across the floor at ankle height.
A faint metallic scrape from within an otherwise motionless suit of armor.
Recently disturbed cushions and silk fibers caught on the overturned musical stand.

Tags

construct,
guardian,
silk,
Veyr Keep

Lore

The knights were made to keep Veyr Keep's inner rooms secure. Their silk cords were once ceremonial, but the magic in them has tightened over the years, pulling armor into motion whenever a door is threatened. The fresh oil on the northern hinges suggests someone recently passed toward the treasure chamber, though the knights have not been given a new command.

What drives it

Obey their final order to guard the exits and prevent unauthorized entry into the inner keep.

After the fight

When a knight falls, the silken cords holding its armor together slacken and spill across the floor. Any creature that examines the remains can find a tiny, oil-darkened key thread wound around the breastplate, a clue that the northern door has been opened recently.

“Their silk cords were once ceremonial, but the magic in them has tightened over the years, pulling armor into motion whenever a door is threatened.”
From its lore

Variants

Winter Watch: Its silk bindings are frost-white and its Silk Snare deals an additional 2 cold damage, but it has no resistance to cold.
Hinge Tender: Its armor is stained with oil and it remains near doors, gaining advantage on checks to detect attempts to open or tamper with them.

Hooks

Plot hooks

The oily northern hinges reveal that someone entered the treasure chamber recently, but the knights refuse to explain who passed.
A lost key to the eastern door may be hidden beneath the overturned musical stand.
The enchanted silk can be traced to a vanished weaver who once served Veyr Keep's household.

How to use it

Use two Silkbound knights as a CR 2 encounter for a low-level party, or one as a guarded obstacle during a larger encounter.
Place them among the torn cushions in Veyr Keep's broad commons so that their first movement is a sudden, unsettling rise from apparent clutter.
Let characters notice the northern door's recently oiled hinges before combat; the knights' position can make that exit difficult to reach.
The locked eastern door leads to a dangerous passage and can serve as a tempting but costly escape route.

Treasure

A knight's longsword can be salvaged and sold for 25 gp.
The binding knot in one breastplate contains a small garnet worth 20 gp.
A silk-thread marker caught in the armor may point toward the treasure chamber.

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