Medium Humanoid (Any Race), Lawful Evil
Armor Class 20 (devil craft plate and shield)
Hit Points 104 (13d10 + 26)
Speed 30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws WIS +6, CHA +7
Skills Athletics +7, Deception +6, Intimidation +6
Damage Resistances Cold, Fire, Poison
Senses Passive Perception 12
Languages Common, Infernal any one language (usually Common) plus Infernal
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Aura of Conquest. The hell knight constantly emanates a menacing aura while it's not incapacitated. The aura extends 10 feet in every direction, but not through total cover. If a creature is frightened by the hell knight, its speed is reduced to 0 while in the aura, and that creature takes 6 psychic damage each time it starts its turn in the aura.

Conquering Presence.  As an action, the hell knight can force each creature of its choice that it can see within 30 feet to make a Wisdom saving throw (DC 16). On a failed save, a creature becomes frightened of the hell knight for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Infernal Smite. When the hell knight hits a creature with a melee weapon attack, it can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Devil's Rider. When mounted the hell knight gains the following benefits. 

  • The hell knight has advantage on melee attack rolls against any unmounted creature that is smaller than it's mount.
  • The hell knight can force an attack targeted at it's mount to target it instead.
  • If the hell knight's mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Spellcasting. The hell knight is an 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +6 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): armor of Agathys, command, protection from evil and good

2nd level (3 slots): hold person, spiritual weapon

3rd level (3 slots): bestow curse, fear

4th level (1 slots): death ward

Actions

Multiattack. The hell knight attacks twice with one of its weapons.

Fiendblade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 7) magic slashing damage plus 7 (2d6) fire

Hell Lance. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (1d12 + 7) magic piercing damage plus 7 (2d6) fire. The hell knight has disadvantage when using the lance to attack a target within 5 feet but has advantage against medium or smaller targets when mounted.

 

Description

These paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords.

Nightmare Mount. Hell knights will typically be encountered with a nightmare used as a steed. The nightmare gains several advantages while serving as a steed. See the Devil's Rider trait under the hell knight's special traits. In addition, the nightmare will be wearing devil craft plate barding adjusting its AC to 18. 

Infernal forged equipment. The hell knights weapons and armour are magical and provide specific resistances and other benefits but these features are only available to paladins that swear fealty to a powerful devil or arch devil. If someone chooses to don or wield any single item without such an oath they immediately suffer a level of exhaustion and continue to suffer an additional level each day they continue to be in contact with the item. While in contact with any of this equipment the individual cannot recover levels of exhaustion by any means besides a wish

Monster Tags: humanoid

Slaine000

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