Infernal Legacy. Infernal creatures ignore a target's resistance to Fire or Necrotic damage
Infernal Lust. All Infernals have advantage against any creature missing any of their Hit Points.
Infernal Protection. Infernal creatures have advantage on saving throws against spells and other magical effects.
Infernal Rite. All Infernal weapon attacks are considered magical.
Infernal Crush. The shield spell provides no defense against the Infernal Knights weapons, which passes through that spell’s barrier of magical force.
Infernal Blade. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 21 (2d10+10) necrotic damage Recharge 5-6 (1d6)
Infernal Barrage. Ranged Weapon Attack: +14 to hit, range 60/180ft., three targets. Hit: 32 (4d10 + 10) slashing damage plus 21 (2d10+10) necrotic damage Recharge 5-6 (1d6)
Infernal Mark of Doom. The Infernal Knight chooses a creature it can see within range and mystically marks it as its quarry for 1 minute. Until the mark ends, it deals an extra (1d6) psychic damage to the target whenever it hits with an attack and has advantage on any Wisdom (Perception) or Wisdom (Survival) check it makes to find the marked creature. If the target drops to 0 Hit Points before this effect ends, the knight can use a Bonus Action on a subsequent turn to mark a new creature.
Infernal Fury. After making a melee attack infernal creatures can move up to half their base speed as a Reaction without provoking opportunity attacks.
Infernal Cleave. the Knight as a Reaction can attack a creature that enters its reach
Description
The Hell Knight is a towering brute built for combat deep in the bowels of Hell. These diabolical beasts are the prized gladiators of the demon-horde. They relentlessly stomp towards their target, smashing their massive fists into the ground to create shockwaves that stagger their opponent and leave them vulnerable to bone-crushing melee attacks. The Hell Knight's powerful legs allow it to leap across large distances effortlessly, quickly closing the gap to its enemy.
Tablets, retrieved from the Great Steppe in the UAC Automated Survey of 2143, suggest that Hell Knights originally flanked the Great Serpent during the first age. After their master was defeated by the Guardian the Hell Knights were placed in the arenas of Hell, where they would feed on any victims thrown to them by the Demon overlords as a sport. It is now believed that they guard the most sacred and important relics in the nether world.
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