Large Undead, Lawful Neutral
Armor Class 20 (plate)
Hit Points 360 (44d12 + 100)
Speed 30 ft.
STR
22 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +12, CON +11
Skills Intimidation +9, Perception +7
Damage Immunities Fire
Senses Passive Perception 13
Languages Common, Infernal
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Spellcasting. The Cinder Knight is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following  spells prepared:

1st-level (4 slots): command, protection from evil and good, bane

2nd-level (3 slots): branding smite, heat metal

3rd-level (3 slots): blinding smite, dispel magic, bestow curse

4th-level (3 slots): compulsion, shadow of moil

5th-level (3 slots:) banishing smite, far step

6th-level (2 slots:) sunbeam, true seeing

7th-level (2 slots:) fire storm, forcecage

8th-level (2 slots:) maddening darkness, Inceniary cloud

 

Ring of Fire At the beginning of initative the Cinder Knight can strike down into the ground with its sword, unleashing the fires that burns within it. This creates a wall of fire around the Cinder knight. When this trait is used two fire walls are created, one at the regular 20 ft diameter and one at a 40 ft diameter. 

 

Fiery form The flames inside of the Arch Cinder Knight pushes out of the armour, any creatures that moves within 10 ft of the cinder knight or ends its turn there takes 2d10 fire damage. 

Actions

Multiattack. The Cinder knight makes three melee attacks, one can be swapped out for a dreadful aspect attack or a spell. 

Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 6) slashing damage plus (2d6 + 6) firedamage.

Unleash Inferno The Cinder knight unleashes the Inferno inside of it. All creatures within 30 ft must roll on a dexterity saving throw. On a failed save they  take 6d12 fire damage and on a succesfull save they take half as much. 

 

Dreadful Aspect (Recharges after a Short or Long Rest). The Cinder Knight exudes magical menace. Each enemy within 30 feet of the Cinder Knight must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the Cinderknight, the target can repeat the saving throw, ending the effect on itself on a success.

Legendary Actions

 The Arch Cinder Knight can take 3 legendary actions, choosing from the options below. Only one legendary action can be taken at a time and only at the end of another creature's turn. The Arch Cinder Knight regains spent legendary actions at the start of its turn. 

Attack The Arch Cinder Knight makes one attack with its greatsword attack

Spell The Arch Cinder Knight uses a spell 

Storm Strike (Costs 2 Actions) (Recharge 5-6) The Arch Cinder Knight chooses up to five creatures and makes a melee spell attack against each target. On a hit the target takes 3d10 fire damage plus 3d10 slashing damage. The Arch Cinder Knight then teleports to an unoccupied space it can see within 5 feet of one of the targets it hit or missed. 

 

Description

The Arch Cinder Knight was an ancient hexblade who opposed the Trader, in a battle to the death the trader defeated him and gave him a new chance at life as his servant. In a ritual his flesh was torn from his body and his unusually powerful spirit created an exceptionally powerful Cinder Knight. He served as the commander of the forces of the trader and his personal bodyguard until the trader was locked away in the Mausoleum of the trader. Without a master he returned to the fortress and locked himself away. 

It is clad in black armour resembling that of a normal Cinder Knight but  more heavily reinforced, blue flames jut out of it which gives of ghostly blue glow. It wields a large sword fashioned out of tungsten heated to just under its melting temperature, no smoke is exuded from the Arch Cinder Knight since the temperature destroys the smoke. 



If the Arch Cinder Knight is defeated the soul of the hexblade is freed leaving the charred bones in the armour. Any creature above CR 9 or level ten attempting to don the armour will be subject to the immolation spell. If the creature dies subject to the spell it becomes a normal Cinder Knight under the control of the dungeon master. If it survives the duration of the spell the flesh of the creature is stripped away and it takes the form of a cinder knight but keeps its form of self. When this happpens it becomes immune to fire damage.

Monster Tags: NPC

Skadom

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