Medium undead, chaotic evil
When a paladin that falls from gFace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. A death knight is a skeletal warrior clad in fearsome plate armor. Beneath its helmet, one can see the knight's skull with malevolent pinpoints of light burning in its eye sockets.
Attribute | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|
Value | 20 | 11 | 20 | 18 | 16 | 10 |
Modifier | +5 | +0 | +5 | +1 | +3 | +4 |
Armor Class: 20 (plate, shield)
Hit Points: 180 (19d8 + 95)
Speed: 30 ft.
Saving Throws: Dex +6, Wis +9, Cha +10
Damage Immunities: necrotic, poison
Condition Immunities: exhaustion, frightened, poisoned
Senses: darkvision 120ft., passive Perception 13
Languages: Abyssal, Common
Challenge: 17 (18,000 XP)
Magic Resistance: The death knight has advantage on saving throws again st 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:
1st level (4 slots): command, compelled duel, searing smite
2nd level (3 slots): hold person, magic weapon
3rd level (3 slots): dispel magic, elemental weapon
4th level (3 slots): banishment, staggering smite
5th level (2 slots): destructive wave (necrotic)
Multiattack: The death night 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.
Helfire 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.Parry: The death knight add s 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.
The death knight retains the ability to cast divine spells. However, no death knight can use its magic to heal. A death knight also attracts and commands lesser undead, although death knights that serve powerful fiends might have fiendish followers instead. Death knights often use warhorse skeletons and nightmares as mounts.
A death knight can arise anew even after it has been destroyed. Only when it atones for a life of wickedness or finds redemption can it finally escape its undead purgatory and truly perish.