Large Fiend (Tiefling), Lawful Evil
Armor Class 20 (spiked plate)
Hit Points 180 (19d8 + 95)
Speed 30 ft.
STR
20 (+5)
DEX
11 (+0)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +6, CON +11, WIS +9
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision 120 ft, Passive Perception 13
Languages Abyssal, Common, Infernal
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.

Spellcasting. The child of chaos 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)

 
Actions

Multiattack. The death knight makes three greataxe attacks.

Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 5) slashing damage, plus 18 (4d8) necrotic damage.

Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Reactions

Parry. The child of chaos adds 6 to its AC against one melee attack that would hit it. To do so, the child of chaos must see the attacker and be wielding a melee weapon.

PirateKIng0710

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