For a Fey who is not supposed to be fought, this took a lot of time
The False Knight v1.1
Medium Outsider (Shapeshifter)
Hit Dice: 14d8+70 (133hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft. (4 squares) (or the Mount's speed while mounted)
Armor Class: 31 (+1 Dex, +4 natural, +11
+3 full plate armor, +5
silver shield), touch 11, flat-footed 30
Base Attack/Grapple: +14/+20
Attack:
+2 flaming bastard sword +22 melee (1d10+8+1d6 fire/19-20) or
+2 shocking lance +22 melee (1d8+8+1d6 electricity/x3)
Full Attack:
+2 flaming bastard sword +22/+17/+12 melee (1d10+8+1d6 fire/19-20) or
+2 shocking lance +22/+17/+12 (1d8+8+1d6 electricity/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, frightful presence, fiery gaze
Special Qualities: Fair folk, summon mount, grandeur, share spells, oathbound, SR 25, damage reduction 10/cold iron, resistance to fire 10 and lightning 10, immune to fear, darkvision 60 ft., low-light vision.
Saves: Fort +16, Ref +13, Will +16
Abilities: Str 23, Dex 14, Con 20, Int 18, Wis 21, Cha 22
Skills: Concentration +22, Diplomacy +31, Handle Animal +22, Hide -3, Intimidate +29, Jump +18, Knowledge (fey lore) +21, Knowledge (history) +21, Knowledge (the planes) +21, Listen +22, Move Silently -3, Ride +21, Spellcraft +21, Spot +22.
Feats: Exotic Weapon Proficiency (bastard sword), Mounted Combat, Ride-by Attack, Spirited Charge, Trample.
Challenge Rating: 14
Alignment: Chaotic neutral
Possessions:
+3 full plate armor,
+2 flaming bastard sword,
+2 shocking lance,
silver shield (
+3 large silver shield, also gives a +2 luck bonus to saving throws and makes the wielder immune to fear)
Combat
Fair Folk (Ex): The False Knight is considered a Fey by effects that affect Fey.
Frightful Presence (Ex): The False Knight can unsettle foes with its mere presence. The ability takes effect automatically whenever the False Knight attacks, charges, or flies overhead. Creatures within a radius of 30 feet are subject to the effect if they have less than 14 HD. A potentially affected creature that succeeds on a Will save (DC 23) remains immune to the Knight’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Fiery gaze (Su): 2d6 fire damage and increase fear condition (from normal to shaken, from shaken to frightened, from frigthened to panicked) for 2d6 rounds, 30 feet, Will DC 23 negates fear and halves the fire damage. The save DC is Charisma-based. This is a mind-affecting, fear and fire effect.
Grandeur (Su): The False Knight always appears somehow more powerful and awesome than whoever is looking at him. To a child or peasant, he appears as a silvery knight upon a pure white horse, with a raised lance and drawn sword, though his shield bears no device. To a well-armed band of adventurers or mercenaries, the False Knight appears as a demon out of hell, riding upon the back of a bleak and dreadful wyrm, with a lightning bolt his lance and an inferno his sword. To an old wizard, wise in the ways of the Mists and a brother of shadows, the False Knight seems as Arawn himself. In any case, this ability gives the False Knight a +6 circumstance bonus to Diplomacy and Intimidate checks. This is not an illusion and cannot be disbelieved; the False Knight is physically as he appears. Strangely, a
true seeing spell does not reveal the Knight's true form, but shows only a weird silvery gray mist circling around him.
The False Knight's equipment, except its helm and shield, can change due to this ability; the equipment listed above is an example for the False Knight as seen by an adventuring party around level 10. If the Knight is killed or this equipment stolen, it slowly fades into silvery mist in 2d6 hours.
Summon mount (Sp): As a full-round action, the False Knight can summon his False Mount; the Mount appears in a free space able to support it within 45 ft., and the False Knight teleports on it in a riding position. If he wants, the False Knight can also sheat its sword and draw its lance as a swift action.
The False Knight can use this ability only if his Mount is not within 60 ft., but usually doesn't need it because he doesn't like to appear not mounted on his faithful Mount.
If the Mount gets killed in combat, the Knight cannot use this ability until the next Thursday's sunrise.
Share Spells (Ex): The False Knight may have any spell-like ability he casts on himself also affect his False Mount. The Mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the Mount if it moves farther than 5 feet away and will not affect the Mount again even if it returns to the Knight before the duration expires. Additionally, the Knight may cast a spell-like ability with a target of "You" on his Mount (as a touch range spell) instead of on himself.
Spell-Like Abilities: At will –
expeditious retreat; 3/day –
heal mount ; 1/day –
ethereal jaunt. Caster level 14th. The save DCs are Charisma-based.
Oathbound (Ex): The False Knight can fight only enemies that are afraid of him. If his enemies show courage through their wit or willingness to fight, the Knight leaves. If the people he encounteres were particularly witty, before leaving he tells them a single short piece of information of great value to them.
The False Mount
Large Magical Beast (Shapeshifter)
Hit Dice: 8d10+40 (hp 84)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares), fly 40 ft. (poor)
Armor Class: 25 (-1 size, +1 Dex, +6 natural, +9 +1 full plate armor barding), touch 10, flat-footed 24
Base Attack/Grapple: +8/+17
Attack: Claw +12 melee (2d6+5)
Full Attack: 2 claws +12 melee (2d6+5) and bite +10 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Qualities: Fair folk, grandeur, sense of purpose, SR 25, damage reduction 10/cold iron, resistance to fire 10 and lightning 10, immune to fear, darkvision 60 ft., low-light vision, scent.
Saves: Fort +11, Ref +9, Will +4
Abilities: Str 20, Dex 17, Con 21, Int 2, Wis 14, Cha 10
Skills: Hide +3, Listen +10, Move Silently +3, Spot +9.
Feats: Alertness, Multiattack, Improved Natural Attack (claw).
Challenge Rating: -
Alignment: True neutral
Possessions:
+1 full plate armor barding
Combat
Fair Folk (Ex): The False Mount is considered a Fey by effects that affect Fey.
Grandeur (Su): The False Mount's appearance depends on who is looking at it, as described into the False Knight's entry. In this example the Mount looks like a winged and clawed wyrm, covered in a blood-red armor, as seen by an adventuring party around level 10.
Sense of purpose (Su): The False Mount exists as long as it is mounted by the False Knight and fights at his side. If the Mount stays at more then 100 ft. from the False Knight, it begins dissipating in a silvery mist, losing 1 hp per round until it dies.