Death Knight
- 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)
- Saving Throws
- Dex +6, Wis +9, Cha +10
- Damage Immunities
- necrotic, poison
- Condition Immunities
- exhaustion, frightened, poisoned
- Senses
- darkvision 120 ft., passive Perception 13
- 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.