Medium Humanoid (Human), Neutral Evil
Armor Class 18 (half plate and fighting style)
Hit Points 90 (12d10 + 24)
Speed 30 ft., Climb 30 ft.
STR
19 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
9 (-1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws WIS +4, CHA +7
Skills Arcana +4, Deception +4, Perception +4, Stealth +8
Damage Resistances Necrotic, Psychic
Senses Darkvision 30 feet, Passive Perception 13
Languages Common, Deep Speech, Dwarvish (only a duergar dialect)
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Psychic Inquisitor. The Plague Knight is always under the effect of a detect thoughts spell and it does not need to maintain concentration. If dispel magic is cast on the Plague Knight, the effect is negated for one hour.

Foul Smite. When the Plague Knight hits a creature with a melee weapon attack, it can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st.

Spellcasting. The Plague Knight is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The Plague Knight has the following paladin spells prepared:

1st level (3 slots): dissonant whispers, cause fear, wrathful smite

2nd level (2 slots): mind spike, silencezone of truth

3rd level (2 slots): dispel magic, counterspell, hunger of hadar

Actions

Multiattack. The Plague Knight may make two maul attacks, or one maul attack and Lay on hands.

Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

Lay on Hands. As an action, the Plague Knight can touch a creature and restore a number of hit points to that creature, up to the maximum amount remaining in its pool. Its pool contains 45 hit points.

Denounce the Profane (3/day). As an action, all creatures of the Plague Knight’s choice within 60 feet make a DC 16 INT save. On a failed save, the creature is deafened, cannot speak, and has disadvantage on all d20 rolls that use Wisdom for 1 minute. On a successful save, the creature is only deafened. Casting remove curse ends these effects.

Description

Paladins of oblivion walk with one foot outside our reality, in a realm of darkness and forgetting, from which they draw their magic. Such a warrior will scarcely be noticed in a crowded room until such time as she wishes to be seen.

On the battlefield, the paladin hurls curses at foes as readily as reviving allies and wields his enemy’s fear like a weapon. Distressingly, these gloom-haloed berserkers will often cleave through an entire host without making a sound.

Monster Tags: NPC

Habitat: Underdark

ZacBrandonSmith

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