Medium undead, Chaotic Evil
| Armor Class | 20 (plate armor, shield) |
|---|---|
| Hit Points | 180 (19d8 + 95) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 11 (+0) | 20 (+5) | 12 (+1) | 16 (+3) | 18 (+4) |
| Saving Throws | Cha +10, Dex +6, Wis +9 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | necrotic; poison |
| Condition Immunities | exhaustion; frightened; poisoned |
| Senses | darkvision 120 ft., passive Perception 13 |
| Languages | Abyssal, Common |
| Challenge | 17 |
The death knight has advantage on saving throws against spells and other magical effects.
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.
The death knight makes three longsword attacks.
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.
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.
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.
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)
Small undead, Chaotic Evil
| Armor Class | 20 |
|---|---|
| Hit Points | 199 (21d8 + 105) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 11 (+0) | 20 (+5) | 12 (+1) | 16 (+3) | 18 (+4) |
| Saving Throws | Dex +6, Wis +9 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | necrotic; poison |
| Condition Immunities | exhaustion; frightened; poisoned |
| Senses | Darkvision 120 ft., passive Perception 13 |
| Languages | Abyssal, Common |
| Challenge | 17 |
If the death knight fails a saving throw, it can choose to succeed instead.
The death knight has Advantage on saving throws against spells and other magical effects.
Undead creatures of the death knight's choice (excluding itself) in a 60-foot Emanation [Area of Effect] originating from it have Advantage on attack rolls and saving throws. It can't use this trait if it has the Incapacitated condition.
If the death knight is destroyed before it atones for its evil, it gains a new body in 1d10 days, reviving with all its Hit Points. The new body appears in a location significant to the death knight.
The death knight makes three Dread Blade attacks.
Melee Attack Roll: +11, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 13 (3d8) Necrotic damage.
dex DC 18, each creature in a 20-foot-radius Sphere [Area of Effect] centered on a point the death knight can see within 120 feet. Failure: 35 (10d6) Fire damage plus 35 (10d6) Necrotic damage. Success: Half damage.
Trigger: The death knight is hit by a melee attack roll while holding a weapon. Response: The death knight adds 6 to its AC against that attack, possibly causing it to miss.
The death knight uses Spellcasting to cast Command. The death knight can't take this action again until the start of its next turn.
con DC 18, one creature the death knight can see within 120 feet. Failure: 17 (5d6) Necrotic damage, and the target's Hit Points maximum decreases by an amount equal to the damage taken. Success or Failure: The death knight can't take this action again until the start of its next turn.
The death knight moves up to half its Speed, and it makes one Dread Blade attack.
The death knight casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At will: Command, Phantom Steed
2 each/day: Destructive Wave (Necrotic), Dispel Magic