Medium Undead, Lawful Good
Armor Class 22 Plate
Hit Points 390 (38d8 + 200)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
12 (+1)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws DEX +9, WIS +11, CHA +11
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Darkvision 120', Passive Perception 15
Languages Common, Celestial
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Holy Aura- Divine light washes out from the Undead Knight Returned and coalesces in a soft radiance in a 40-foot radius around it. Creatures of its choice in that radius when cast shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.  Duration 1 minute

Lay On Hands- The Undead Knight Returned can channel holy energy through its touch from a pool of 100hp per day.  

Magic Resistance- The Undead Knight Returned has advantage on saving throws against spells and magical effects.

Marshal Undead- Unless it is incapacitated the Undead Knight Returned and undead creatures of its choice within 120' of it have advantage on saving throws against features that turn undead.

Spellcasting. The Undead Knight Returned is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Undead Knight Returned has following Paladin spells prepared:
1st level (4 slots): Bless, Command, Compelled Duel, Searing Smite

2 nd level (3 slots): Hold Person, Magic Weapon 

3 rd level (3 slots): Dispell Magic, Elemental Weapon

4 th level (3 slots): Banishment, Staggering Smite 

5 th level (2 slots): Destructive Wave(Radiant), 

Actions

Multiattack- The Undead Knight Returned makes four longsword attacks.

Longsword. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit: 13(1d8 + 8) or 14(1d10+8 two handed) slashing damage. 

Angelfire Orb(3/day)- As a bonus action.  The Undead Knight Returned hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 30-foot radius sphere centered on that point must succeed on a DC 19 Dexterity saving throw. The sphere spreads around corners. A creature takes 42 (12d6) fire damage and 42 (12d6) radiant damage on a failed save, or half as much damage on a successful one.

Reactions

Parry. The Undead Knight Returned 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.

Legendary Actions

The Undead Knight Returned can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Undead Knight Returned regains spent legendary actions at the start of its turn.


Weapon Attack. The Undead Knight Returned makes a weapon attack.
Move. The Undead Knight Returned moves up to half its speed.
Command. The Undead Knight Returned uses its Command Undead ability.

Cast a Spell (Costs 3 Actions). The Undead Knight Returned casts a spell from its list of prepared spells, using a spell slot as normal.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

As a general thing Paladins dedicate their lives to the service of their god, defending the weak, fighting evil and injustice.  Then there are those who dedicate their eternal existence to that cause.  When their mortal body fails they continue on in a unique form of blessed undeath.  Far from the corruption and curse of normal undeath, these are truly unique.  Imbued with divine power and an immortal untiring devotion to their cause.  
While they can be defeated, they will regenerate and return.  They can only be dismissed for the mortal realm through the fulfillment of whatever oath binds them.  For some that is to see the defeat of a certain foe.  Others, however, have sworn the eternal defense of fortresses, regions or kingdoms.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Kiriath

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