Death Knight
Medium Undead
, Chaotic Evil
• Armor Class: 20
• Hit Points: 180 (19d8+95)
• Speed: 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
20 (+5) |
11 (+0) |
20 (+5) |
12 (+1) |
16 (+3) |
18 (+4) |
• Saving Throws:
Dex +6, Wis +9, Cha +10
• Condition Immunities:
exhaustion, frightened, poisoned
• Senses:
darkvision 120 ft.
• Languages:
Abyssal, Common
• Challenge:
17 (18000 XP)
• Environments:
Arctic, Cave, Coast, Desert, Dungeon, Forest, Grassland, Mountain, Ruins, Swamp, Underground, Urban
• Undead Nature:
A death knight doesn't require air, food, drink, or sleep.
• Magic Resistance:
The death knight has advantage on saving throws against spells and other magical effects.
• Marshal Undead:
Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.
Spellcasting
The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:
Actions
• Multiattack:
The death knight makes three longsword attacks.
• Longsword:
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.
• Hellfire Orb (1/day):
The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
**Reactions**
• Parry:
The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.