Plague Aura. Any creature that starts its turn within 10 feet of the zombie must succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage and be poisoned until the start of the creature's next turn.
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the 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 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)
Once per day, on a successful melee attack, the wielder can press a hand to the green gem and call upon the lost power of the death knight who forged this weapon. Roll a D6 to determine the effect:
1 - Biting flies swarm from the wound on the targeted creatures, causing 2d10 piercing damage and giving them disadvantage on their next attack.
2 - Boils and sores erupt on the creature's body, inflicting 3d8 necrotic damage.
3 - Blood pours from the target's eyes and ears. They are blinded until the end of their next turn and have disadvantage on Perception checks based on hearing.
4 - A sickly green fog pours from the gem. All creatures within 5 ft. of the wielder must succeed a Constitution saving throw (DC 10 + the damage inflicted by the weapon's most recent attack) or take 3d10 poison damage.
5 - The target suffers the illusion that a horde of rats is swarming up their body from the ground. They must use their next action to attack the rats. In reality, they make an attack against themselves at advantage; on a success or failure, the illusion ends.
6 - The wielder must succeed a Wisdom saving throw (DC 10 + the damage of the weapon's most recent attack). Reroll until a plague is selected: on a failure, the wielder is the target. On a success, the effect works as normal.
- The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, sewing, or casting spells that have somatic components. When this curse ends, the Vistana takes 1d6 psychic damage.
- The target's appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target's face, turn the target's teeth into yellow fangs, or give the target bad breath. When this curse ends, the Vistana takes 1d6 psychic damage.
- A nonmagical item in the target's possession (chosen by the DM) disappears and can't be found until the curse ends. The lost item can weigh no more than 1 pound. When this curse ends, the Vistana takes 1d6 psychic damage.
- The target gains vulnerability to a damage type of the Vistana's choice. When this curse ends, the Vistana takes 3d6 psychic damage.
- The target has disadvantage on ability checks and saving throws tied to one ability score of the Vistana's choice. When this curse ends, the Vistana takes 3d6 psychic damage.
- The target's attunement to one magic item (chosen by the DM) ends, and the target can't attune to the chosen item until the curse ends. When this curse ends, the Vistana takes 5d6 psychic damage.
- The target is blinded, deafened, or both. When this curse ends, the Vistana takes 5d6 psychic damage.
The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. It doesn't end when the target dies. If a cursed target is returned to life, the curse remains in effect.
As an action, a Vistana can target a creature within 10 feet that the Vistana can see. This magical ability, which the Vistani call the Evil Eye, duplicates the duration and effect of the animal friendship, charm person, or hold person spell (Vistana's choice; spell DC 12), but requires neither somatic nor material components. If the target succeeds on the save, the Vistana is blinded until the end of the Vistana's next turn.
A Vistana who uses Evil Eye can't use it again before finishing a short or long rest. Once a target succeeds on a saving throw against a Vistana's Evil Eye, it is immune to the Evil Eye of all Vistani for 24 hours.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
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