Death Knight
Medium undead, chaotic evil
Armor Class
20 (plate, shield)
Hit Points
180 (19d8+95)
Speed
30 ft.
STR
20 (+5)
DEX
11 (0)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Damage Immunities
necrotic, poison
Condition Immunities
exhaustion, frightened, poisoned
Senses
darkvision 120 ft.
Saving Throws
Dex +6, Wis +9, Cha +10
Languages
Abyssal, Common
Challenge
17 (18,000 XP)
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:
-
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)
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.