Medium unknown, Lawful Evil
Armor Class 18 plate
Hit Points 204 (24d8 + 96)
Speed 30 ft.
STR
22 (+6)
DEX
11 (+0)
CON
18 (+4)
INT
10 (+0)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +6, WIS +9, CHA +10
Damage Resistances Force
Damage Immunities Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft, Passive Perception 13
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

Magical Weapons. The knight's weapon attacks are magical

Blink. If the knight make an attack against a creature with higher AC than it's original AC through effect spells, magic items, potions or the creature have a magical armor or shield , it will gain a temporary buff at the cost of 50 of its Current hp, which give it a +5 to hit on all weapons attacks, plus 1d10 force damage to all attacks and when a creature within 5ft make an attack against the knight it can use it's reaction to teleport 10 ft away from the creature to dodge the attack and impose disadvantage on all attack rolls it make after that attack

Innate Spellcasting. Demogorgon’s spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components:

At will: detect magic, compelled duel

3/day each: dispel magic, 

1/day each: banishing smite

 

Actions

Multiattack. The knight makes three greatsword attacks or 2 whip greatsword attacks

 

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 17 (3d10) force damage.

whip Greatsword. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 24 (4d6+6) slashing damage plus 17 (3d10) force damage.

Whirling Windblades. Loosens their sword and launches 6 spinning blades parallel with it in front of it each blade occupied a 5ft square dealing 9 (1d4+6) slashing damage plus 6 (1d10) force damage to any creatures hit by it. When a creature enters the blades area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw or take 1d4 slashing damage plus 1d10 force damage the blades will retract at the start of the knight next turn

Magical Force Orb( recharge 6 ). create five glowing orbs of magical force. Each orb hits a creature of it's choice that it can see within range. An orb deals 2d10 force damage to its target. The orbs all strike simultaneously and you can direct them to hit one creature or sever

 

Bonus Actions

 

 

Description

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
5/23/2022 5:23:37 AM
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Coming Soon
jebil

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