Medium Undead, Neutral Evil
Armor Class 18 Plate
Hit Points 84 (12d8 + 30)
Speed 30 ft.
STR
19 (+4)
DEX
23 (+6)
CON
24 (+7)
INT
15 (+2)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws CON +10, WIS +5
Skills Perception +5
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Senses Darkvision 60 ft, Passive Perception 15
Languages Common, Infernal
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Incorporeal Movement. The wraith knight can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Brave. The wraith knight has advantage on saving throws against being frightened.

Actions

Multiattack. The wraith knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 7) slashing damage.

Life Drain. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28 (4d8 + 10) necrotic damage. The target must succeed on a DC 18 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.

Reactions

Parry. The wraith knight adds 2d6 + 7 to its AC against one melee attack that would hit it. To do so, the wraith knight must see the attacker and be wielding a melee weapon.

PikachuWarrior12

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