Death Knight

Medium undead, Chaotic Evil

Armor Class20 (plate armor, shield)
Hit Points180 (19d8 + 95)
Speed30 ft.
STRDEXCONINTWISCHA
20 (+5) 11 (+0) 20 (+5) 12 (+1) 16 (+3) 18 (+4)
Saving ThrowsCha +10, Dex +6, Wis +9
Skills—
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiesnecrotic; poison
Condition Immunitiesexhaustion; frightened; poisoned
Sensesdarkvision 120 ft., passive Perception 13
LanguagesAbyssal, Common
Challenge17

Traits

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 Attack Roll: +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.

Spellcasting

The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:

Level 1 (4 slots): command, compelled duel, searing smite

Level 2 (3 slots): hold person, magic weapon

Level 3 (3 slots): dispel magic, elemental weapon

Level 4 (3 slots): banishment, staggering smite

Level 5 (2 slots): destructive wave (necrotic)