Sunlight Sensitivity. While in sunlight, Bladelord Death Knight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Magic Resistance. The Bladelord Death Knight has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the Bladelord Death 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.
Spellcasting. The Bladelord Death Knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:
- 1st level (4 slots): command, compelled duel, searing smite
- 2nd level (3 slots): hold person, magic weapon
- 3rd level (3 slots): dispel magic, elemental weapon
- 4th level (3 slots): banishment, staggering smite
- 5th level (2 slots): destructive wave (necrotic)
Multiattack. Bladelord Death Knight makes three attacks, either with his longsword or longbow. It can use Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 20 (5d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under Bladelord Death Knight's control, unless the humanoid is restored to life or its body is destroyed. Bladelord Death Knight can have no more than twelve zombies under it control at one time.
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.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 10 (3d6) necrotic damage.
Hellfire Orb (1/Day). The Bladelord 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.
Parry. The Bladelord Death Knight adds 6 to its AC against one melee attack that would hit it. To do so, the Bladelord Death Knight must see the attacker and be wielding a melee weapon.
Description
Eldritch Power. Bladelord Death Knight retains the ability to cast divine spells. However, Bladelord Death Knight cannot use its magic to heal. Bladelord Death Knight also attracts and commands lesser undead, although it that serve powerful fiends might have fiendish followers instead. Bladelord Death Knight often use warhorse skeletons and nightmares as mounts.
Immortal Until Redeemed. Bladelord Death Knight can arise anew even after it has been destroyed. Only when it atones for a life of wickedness or finds redemption can it finally escape its undead purgatory and truly perish.
Undead Nature. Bladelord Death Knight doesn’t require air, food, drink, or sleep.