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Death Knight CR: 17 (18.000 XP)

Medium undead, any
Armor Class: 20 (plate armor, shield)
Hit Points: 180
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 Rating: 17 (18.000 XP)

The death knight is a 19th-level spellcaster. Its Spellcasting Ability is Charisma, with Spell Attack = 1d20+10 and Spell Save DC = 18. It has the following spells prepared:  

Spell Level Spell Attack/Saving Throw, Range, Concentration Effect(s) Per Higher Level
1st (4 slots) Command Range = 60 ft., Wis Save, duration = 1 round Command creature to Approach, drop, Flee, Grovel, Halt +1 target
Compelled Duel Range = 30 ft., Bonus Action, Concentration up to 1 min, Wis Save Disadvantage on attacks not against you, must make save to move a space away from you further than 30 ft.
Searing Smite Self, Bonus Action, Concentration up to 1 min, Con Save at start of each of target's turns On next hit, deal 1d6 fire damage extra and ignite target. 1d6 fire damage per non dousing +1d6
2nd (3 slots) Hold Person Range = 60 ft., Concentration up to 1 min, Wis Save Fail =] paralyzed. Save is repeated at end of targets turns
Magic Weapon Touch, Bonus Action, Concentration up to 1 h Make a +1/+1 weapon of the touched weapon 4th: +2
3rd (3 slots) Dispel Magic Range = 120 ft., Dispel spell
Elemental Weapon Touch, Concentration up to 1 h Make a +1/+1 weapon that deals an extra 1d4 acid, cold, fire, lightning or thunder damage 5th: +2 and +2d4 instead of 1d4
4th (3 slots) Banishment Range = 60 ft., Concentration up to 1 min, Cha Save Keep creature for 1 min away, stays away if non-native plane +1 target
Staggering Smite Self, Bonus Action, Concentration up to 1 min, make Wis Save on hit Next time you hit deal an extra 4d6 psychic damage, fail =] Target has Disadvantage on Attack Rolls and Ability Checks and can't take Reactions until the end of its next turn
5th (2 slots) Destructive Wave (necrotic) AOE self radius = 30 ft., Con Save Fail =] 5d6 thunder and 5d6 necrotic damage and be knocked prone. Suc =] 1/2 dmg, non prone


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.

Actions

Multiattack The death knight makes three longsword attacks.
Longsword Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d8+5 slashing damage or 1d0+5 slashing damage if used with two hands, both with plus 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 10d6 fire damage and 10d6 necrotic damage on a failed save, or half as much 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. 


Created by

OmeWillem.

Statblock Type

Monster

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