Medium Undead (Human), Lawful Evil
Armor Class 20 (plate)
Hit Points 295 (19d12 + 95)
Speed 30 ft.
STR
18 (+4)
DEX
11 (+0)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws CON +11, WIS +9, CHA +11
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Truesight 120 ft, Passive Perception 13
Languages Abyssal, Celestial, Common, Dwarvish, Elvish
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.

Marshal Undead. Unless Arkham is incapacitated, he and undead creatures of his choice within 60 feet of it have advantage on saving throws against features that turn undead.

Spellcasting. Arkham is a 18th-level spellcaster. His spellcasting ability is Charisma (spell save DC 19, +10 to hit with spell attacks). He has the following paladin or wizard spells prepared:

1st level (4 slots): command, magic missile, searing smite

2nd level (3 slots): hold person, mirror image

3rd level (3 slots): dispel magic, animate dead

4th level (3 slots): banishment, blight

5th level (2 slots): destructive wave (necrotic)

6th level (1 slot): globe of invulnerability

7th level (1 slot): finger of death

Actions

Multiattack. Arkham makes three longsword attacks.

Longsword. Melee Weapon Attack: +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.

Legendary Actions

.Disrupt Life (Costs 3 actions). Each non-undead creature within 20 feet of Arkham must make a DC 16 Constitution saving throw against this magic, taking 13 (3d6) necrotic damage on a failed save or half as much damage on a successful one.

Description

Once a paladin of righteousness, now a decrepit shadow of his former self; twisted by the powers of Undeath, he now seeks to unleash his newfound powers over all of the world and make them regret leaving him to rot in the North, sicking his legions of undead upon everyone who dares live while he died. 

Monster Tags: undead

Habitat: Arctic

RoguishCharm98

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