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Green Knight

Consider a lord on a festival day, fair-faced and merry in his cups, extending his largess to any who please him. Consider that lord on a harvest day, a tyrant in the fields, demanding work he would not do himself. Consider that lord on his commendation day, swearing to protect and nurture the lands and its people in exchange for fealty and troth from those very same subjects.

Consider a green knight, great and green of skin and green of armor, who might appear on such a day to that lord.

The green knights are avatars of honor and of one's word given and kept. They're duty-bound to ensure others, especially those of high station, hold true to the promises they make. Sallying forth from their keeps in the depths of the First World, the green knights arrive anywhere nobility falters: where a lord forgets his vassal vows, a knight wavers in her cause, or an oath maker finds themself on the path of betrayal, a green knight arrives to test their worth. They serve as self-appointed judge, jury, and sometimes executioner, offering boons to those who pass their tests and banes for those who fail.

The greatest among the green knights answer to Magdh herself, who sends them forth to judge and guide mortals who find themselves at such crossroads. Some answer to different Eldest or to older and stranger powers, and others follow only their own codes. Even those green knights who swear no fealty to a higher power, however, have the uncanny ability to find those most deserving of their judgment.

Green knights tower over those they challenge, standing 8 feet tall or more and wearing thick green armor that makes them seem larger still. Despite their intimidating presence, they're genteel and graceful, with perfectly coiffed hair, elegantly trimmed beard, and flawless etiquette. They invariably carry massive bronze axes, symbols of their station, but—as courtly graces demand—they rarely brandish their weapons unless faced with harm. However, should someone be foolhardy enough to challenge a green knight to martial combat, they might find their head quickly and cleanly severed from their body with one mighty blow from that axe.

Elite | Normal | Weak
Proficiency without Level

Green KnightCreature 14

Rare Large Fey 
Source Feybound pg. 110
Recall Knowledge DC 37 (includes +5 from Rare) • Fey (Nature)
Perception +30; low-light vision
Languages Common, Fey; truespeech
Skills Athletics +25, Diplomacy +25, Intimidation +28, Nature +25, Society +28, Survival +31
Str +8, Dex +1, Con +5, Int +4, Wis +5, Cha +7
Courtly Judgment A green knight senses the mettle of all creatures with a glance that pierces the soul. They know the edicts and anathema, if any, of all creatures they can see.
Items +1 resilient hide armor, gallant axe
AC 35; Fort +25, Ref +22, Will +28
HP 275; Immunities decapitation; Weaknesses cold iron 15
Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 34Decapitation Immunity A green knight doesn't automatically die if they're decapitated (such as by a vorpal weapon). They continue to see and use their other senses through their severed head.No Succor [reaction] (primal, teleportation) Trigger A creature within reach uses a move action and ends its movement further from the green knight than it started; Effect The green knight teleports to a free space adjacent to the triggering creature.Twelvemonth and a Day [free-action] (healing, primal) Frequency once per year and a day; Trigger The green knight is reduced to 0 Hit Points by an attack or spell; Effect The green knight returns to life with full Hit Points, points at the creature responsible for their death, and vanishes, returning to the First World. Exactly a year and a day later, they reappear in the nearest free space to the creature they pointed at. The green knight immediately targets them with the triggering attack or spell as a free action, either immediately or as soon as the target is within range. The attack or spell uses the same attack modifier, save DC, damage, and any other effects as the triggering effect, but the green knight gets a result on their attack roll one degree of success better than they rolled or the target gets a result on their save one degree of success worse than they rolled.
Speed 30 feet
Melee [one-action] gallant axe +27 [+22/+17] (magical, reach 10 feet, sweep), Damage 2d12+18 slashing plus 1d6 persistent bleedMelee [one-action] fist +27 [+23/+19] (agile, magical, unarmed), Damage 3d4+18 bludgeoningPrimal Innate Spells DC 34; 7th fly, interplanar teleport (to the First World or Universe only); Constant (7th) truespeech
Courtly Game [three-actions] (curse, mental, primal) Frequency once per year and a day; Effect The green knight offers a test to a creature they can see, challenging them to live up to their ideals. The target must attempt a DC 35 Will save. If they fail, they must choose one of two paths.Cry of Challenge [two-actions] (auditory, emotion, mental, primal) Frequency once per day; Effect The green knight issues a challenge in a booming voice, daring their foes to face them. Each creature in a 30-foot emanation must attempt a DC 34 Will save or be fascinated by the green knight for 1 minute. This fascinated condition doesn’t end if the green knight uses hostile actions against the creature or its allies (though it still ends if any other enemy does so).Gallant Axe (magical, primal) The green knight’s axe is the symbol of their power and judgment. While they or a creature cursed by their Courtly Game wields it, it gains the vorpal rune, which doesn’t count against its maximum number of property runes.Pronounce Judgment [one-action] (flourish) The subject of the green knight’s game can’t escape them. The green knight Strides twice then makes a melee Strike against a creature cursed by their Courtly Game.Whirling Blow [two-actions] (flourish) The green knight makes a melee Strike against each creature within reach. These attacks count towards the green knight’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after the green knight makes all their attacks.• Brave, Bold, and Courteous The target upholds their edicts and anathema at great personal cost. They immediately receive a grievous blow that reduces them to 0 Hit Points and makes them dying 3 but suffer no further effects; the target’s initiative position moves directly before the green knight’s turn, as usual. If the target and the green knight are both still alive 14 days later, the green knight appears before them and offers a reward.• Fallen Knight The target strays from its path, possibly falling from grace. For the next year and a day, the target must attempt a DC 5 flat check before using any ability granted by a class, archetype, or other feature that imposes edicts or anathema. On a failure, the ability has no effect. If the target’s abilities don’t rely on upholding edicts or anathema (or that target has no edicts or anathema), the target instead takes a –1 penalty to Will saves for the duration. In addition, the green knight can communicate telepathically with the creature for the duration, regardless of distance, as long as both are in either the First World or the Universe.

Sidebar - Additional Lore Courtly Games

Green knights typically present their tests as games or riddles. The answer tends to reveal the subject’s assumptions about the world or unveil their deepest character flaws. The most famous of the knights’ games is the beheading game, where the knight takes a blow at the neck from the subject and returns it in kind. Others include appearing as an unassuming beggar to test how the subject treats the lowly, offering tests of loyalty to rulers, or attempting to lure the righteous into violating their vows.

Shelyn's Corner

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