
Character
The Brown Knight
Sir Aldric was celebrated throughout the realm as an exemplary warrior and devoted servant of the crown until the cursed night he ventured into the Verdant Mire seeking a legendary artifact—a quest that ended not in glory but in unspeakable horror, as an ancient ritual transformed his noble form into that of a common earthworm, a degradation so complete that even his beloved Lady Meredith could not bear to look upon him once she discovered the truth. Refusing to surrender his oath or his identity to such cosmic cruelty, he sought out the reclusive artificer Grimwald in the industrial quarter of Thornhaven and commissioned a masterwork of engineering: a bronze and steel exoskeleton that would serve as both his armor and his prison, complete with a voice apparatus to preserve his dignity, an internal feeding mechanism to sustain his writhing body, and a waste processor to contain the evidence of his metamorphosis. Now he patrols the kingdom's roads and defends its people with the same unwavering dedication he once possessed, though his armor never comes off—not for bathing, not for sleep, not even in the privacy of his chambers—and his eccentricity is attributed to the obsessive habits of a damaged mind rather than the desperate measures of a dying man. Yet beneath the polished metal and mechanical whirring, the Brown Knight harbors a consuming terror that gnaws at his consciousness with each passing season: the terrifying uncertainty of whether his remaining years can be counted in decades or merely seasons, driving him to pursue whispered rumors of sages, alchemists, and forgotten tomes that might hold the key to his salvation before his brief earthworm lifespan expires and renders all his service meaningless.
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What this public profile contains
This view-only profile includes a creator-written description; 14 labeled detail fields; 6 structured sections; 1 artwork image supplied by the creator.
- Creation type
- Character
- Shared by
- MrTime
- Connected worlds
- 0
- Detail fields
- 14
- Profile sections
- 6
- Artwork images
- 1
Details
- Type
- Construct
- Race
- Human
- Class
- Fighter
- Gender
- male
- Alignment
- Lawful Neutral
- Size
- Medium
- Armor class
- 18
- Hit points
- 120
- Speed
- 30
- Challenge
- 10
- Experience
- 5000
- Languages
- Common, Elvish
- Senses
- Darkvision 60 ft., Passive Perception 15
- Skills
- Athletics, Intimidation, Perception, History
Biography
Sir Aldric was celebrated throughout the realm as an exemplary warrior and devoted servant of the crown until the cursed night he ventured into the Verdant Mire seeking a legendary artifact—a quest that ended not in glory but in unspeakable horror, as an ancient ritual transformed his noble form into that of a common earthworm, a degradation so complete that even his beloved Lady Meredith could not bear to look upon him once she discovered the truth. Refusing to surrender his oath or his identity to such cosmic cruelty, he sought out the reclusive artificer Grimwald in the industrial quarter of Thornhaven and commissioned a masterwork of engineering: a bronze and steel exoskeleton that would serve as both his armor and his prison, complete with a voice apparatus to preserve his dignity, an internal feeding mechanism to sustain his writhing body, and a waste processor to contain the evidence of his metamorphosis. Now he patrols the kingdom's roads and defends its people with the same unwavering dedication he once possessed, though his armor never comes off—not for bathing, not for sleep, not even in the privacy of his chambers—and his eccentricity is attributed to the obsessive habits of a damaged mind rather than the desperate measures of a dying man. Yet beneath the polished metal and mechanical whirring, the Brown Knight harbors a consuming terror that gnaws at his consciousness with each passing season: the terrifying uncertainty of whether his remaining years can be counted in decades or merely seasons, driving him to pursue whispered rumors of sages, alchemists, and forgotten tomes that might hold the key to his salvation before his brief earthworm lifespan expires and renders all his service meaningless.
Attributes
Strength
16, modifier +3
Dexterity
12, modifier +1
Constitution
20, modifier +5
Intelligence
14, modifier +2
Wisdom
10, modifier +0
Charisma
16, modifier +3
Actions
Knight's Strike
Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 2d8 + 3 slashing damage.
Shield Bash
As a bonus action, make a melee attack with your shield. On hit, deal 1d6 + 3 bludgeoning damage and knock the target prone.
Voice of Command
Once per long rest, you can issue a command to one creature within 30 ft. that can hear you. They must succeed on a DC 15 Wisdom saving throw or be compelled to follow your command on their next turn.
Exoskeleton Fortification
As a reaction, reduce damage taken by 1d10 + 5. This ability can be used once per short rest.
Worm's Resilience
Once per day, you can heal yourself for 3d8 hit points by consuming organic matter. This action takes 1 minute.
Abilities
Eternal Vigilance
The Brown Knight cannot be surprised and always acts in initiative order.
Mechanical Resilience
Resistance to poison and psychic damage due to his exoskeleton.
Saving throws
strength
+6
dexterity
+4
constitution
+8
intelligence
+5
wisdom
+3
charisma
+6
Damage resistances
poison
psychic
Public creation
Worldbuilding Context
The Brown Knight is a public character profile shared by MrTimethrough Summon Worlds. This view keeps the creator's public information together with clear attribution and links to any connected public Worlds; it does not add story details beyond the fields shown on the profile.
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