Armor Class
18
(plate)
Hit Points
64
(8d8 + 24)
Speed
30 ft.
STR
16
(+3)
DEX
11
(+0)
CON
16
(+3)
INT
11
(+0)
WIS
11
(+0)
CHA
10
(+0)
Saving Throws
CON +5, WIS +2
Condition Immunities
Poisoned
Senses
Darkvision 60 ft., Passive Perception 10
Languages
understands all languages it spoke in life but can’t speak
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Brave. The zombie knight has advantage on saving throws against being frightened.
Actions
Multiattack. The zombie knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Undead Fortitude. If damage reduces the zombie knight to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the drops to 1 hit point instead.
Reactions
Parry. The zombie knight adds 2 to its AC against one melee attack that would hit it. To do so, the must see the attacker and be wielding a melee weapon.
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