Death Knight
A death knight failed the order it belonged to, was cut down by its own chapter and got up still bound to the exact wording of its oath. The oath did not end when the knight died. The armor holds the post it was given and challenges whatever approaches. It cannot stand down, since the terms of the oath do not allow it.
- Physiology
- Undead, Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 19
- Hit points
- 204 (24d8 + 96)
- Proficiency
- +4
- STR 20 +5 save +9
- DEX 12 +1 save +1
- CON 19 +4 save +8
- INT 13 +1 save +1
- WIS 16 +3 save +7
- CHA 17 +3 save +7
- Skills
- Athletics +9 , Intimidation +7 , Perception +7
- Passive Perception
- 17
- Senses
- darkvision 120 ft.
- Languages
- Common, Old Valar, Ebon Liturgy
- Damage resistances
- necrotic
- Damage immunities
- poison
- Condition immunities
- exhausted , frightened , poisoned
- Found in
- Settlement
Traits
-
Oathbound
The death knight cannot leave the post it was given, cannot refuse a formal challenge and cannot strike a creature that has yielded.
-
Turn Resistance
The death knight has advantage on saving throws against any effect that turns undead.
-
Marshal
Undead within 30 feet that can see the death knight deal an extra 1d8 damage with weapon attacks.
Actions
-
Multiattack
The death knight makes three sword attacks.
-
Oathbroken Blade
+9 to hit · reach 5 ft.
2d10 + 5 necrotic damage
-
Hellfire Orb
A 20-foot radius within Long range erupts in hellfire. Each creature in it makes a DC 17 Dexterity save, taking 10d6 fire damage on a failure or half as much on a success.
-
Parry Reaction
The death knight adds 6 to its Armor Class against one melee attack that would hit it.