Large Undead, Lawful Evil
Armor Class 24 Natural Armor
Hit Points 550 (60d10 + 250)
Speed 40 ft.
STR
24 (+7)
DEX
11 (+0)
CON
22 (+6)
INT
12 (+1)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +15, WIS +11, CHA +13
Skills Athletics +19, Intimidation +19
Damage Vulnerabilities Acid, Lightning
Damage Resistances Poison
Damage Immunities Cold, Fire, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Frightened, Paralyzed, Poisoned, Stunned
Senses Darkvision 60 Ft., Truesight 120 Ft., Passive Perception 12
Languages Abyssal, Common, Draconic, Giant, Gnomish, Undercommon any one language (usually Common)
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Undead Nature. An Abyssal Knight doesn't require air, food, drink, or sleep.

Magic Resistance. The Abyssal Knight has advantage on saving throws against spells and other magical effects.

Commander of Bones. As a bonus action, the knight can target one skeleton or zombie it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target must obey the knight’s commands until the knight dies or until the knight releases it as a bonus action. The knight can command up to twelve undead at a time this way.

Marshal Undead. Unless the Abyssal 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.

Undead Thralls. When the Abyssal Knight casts animate dead, it can target one additional corpse or pile of bones, creating another zombie. Undead created by the Abyssal Knight become Greater Zombies.

Spellcasting. The Abyssal Knight is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The Abyssal Knight has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

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

4th level (3 slots): blight, dimension door

5th level (3 slots): cloudkill, scrying

6th level (1 slot): disintegrate, globe of invulnerability

7th level (1 slot): finger of death, plane shift

8th level (1 slot): dominate monster, power word stun

9th level (1 slot): power word kill

 

Actions

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

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

DeJonBeckum