Antiaura. If a creature with an aura associated with paladins, such as an Aura of Protection, starts its turn within 30 feet of the antipaladin, the aura is disabled until the start of the creature's next turn. Additionally, a paladin's Divine Sense does not function (and is wasted) if the antipaladin is within 30 feet of the creature using the feature.
Chilling Weapons. The knight's weapon attacks are magical. When the knight hits with its longsword, the weapon deals an additional 4 (1d8) necrotic damage (included in the attack). Additionally, creatures hit by the antipaladin's attacks can't regain hit points until the start of its next turn.
Spellcasting. The knight is a 6th level spellcaster. Its spellcasting ability is Charisma (spell save DC 12). It has the following paladin spells prepared. 1st level (4 slots): compelled duel, wrathful smite 2nd level (2 slots): dispel magic
Multiattack. The antipaladin makes two melee weapon attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 5 (1d10) slashing damage if used with two hands to make a melee attack, plus 4 (1d8) necrotic damage.
Description
A particular kind of evil oathbreaker is enlisted to hurt other paladins. You can use the antipaladin statblock to represent someone whose abilities specifically counter traditional paladin abilities (after all, paladins are otherwise notoriously difficult to kill). Use the blackguard or death knight statblocks for an antipaladin with the traditional flavour they had in previous editions of Dungeons and Dragons, namely an "evil paladin". The antipaladin statblock here is designed as a dangerous one-on-one opponent for a 5th- to 7th-level paladin.
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