Aura of Undeath. While the death knight is not incapacitated it extends a 10 feet aura from it in every direction, but not through total cover. If a creature is within the aura takes necrotic damage, you can use your reaction to deal extra necrotic damage to that creature equal to twice your paladin level.
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 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command, compelled duel, false life, searing smite, ray of sickness
2nd level (3 slots): branding smite, wrathful smite, hold person, ray of sickness, zone of truth
3rd level (3 slots): dispel magic, elemental weapon,
4th level (1 slots): banishment, death ward, shadow of moil, staggering smite
Multiattack. The death knight makes two greatsword attacks.
+2 Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 7) slashing damage, plus 8 (2d8) 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 12 (5d6) fire damage and 12 (5d6) necrotic damage on a failed save, or half as much damage on a successful one.
Unholy Strike (recharge 5-6). The death knight charges its weapon with dark power, on a hit it deals an extra 12 (4d6) necrotic damage, healing it for half the damage dealt.
Profane Lifeleech. As a bonus action, the death knight can deal 1d6 necrotic damage to all living creatures within 60 feet. The death knight heals an amount equal to the total number of hit points drained.
Soul Drain (recharge 6). A standard action, the death knight can attempt to harvest the soul of an unconscious creature. The creature must succeed on a DC 18 Constitution saving throw. On an unsuccessful save, the creature fails 1 death save, and the death knight gains temporary hit points equal to their hit point maximum.
Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.
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