Medium Undead, Chaotic Evil
Armor Class 26 (plate, shield)
Hit Points 180 (19d8 + 95)
Speed 30 ft.
STR
29 (+9)
DEX
11 (+0)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +6, WIS +9, CHA +10
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 13
Languages Abyssal, Common
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.

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.

Iluvitar's Bane. While you hold the drawn sword, it creates an aura in a 30-foot radius around you. All creatures hostile to you in the aura have disadvantage on saving throws against spells and other magical effects.

Aura of Hate. Alant, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to Alant's Charisma modifier (+4).

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)

Actions

Multiattack. The death knight makes three attacks with Ilmater's Bane.

Ilmater's Bane.  Melee weapon attack: +18 to hit, reach 5ft., one target. Hit: (1d8+12) slashing damage, or (1d10+12) slashing damage if two hands, plus 4d8 necrotic damage. When you hit a humanoid or a celestial with it, that creature takes an extra 2d10 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 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.

Legendary Actions

Alant has legendary resistance. 3 times a day Alant can choose to instead succeed on a saving throw he failed.

Alant also has these Legendary actions:

- Attack (1)

- Aura of Dread (2): Each creature of Alant's choice that is within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Alant's Aura of Dread for the next 24 hours.

- March of the Dead (3): Alant send out a torrent of necrotic energy. Any corpses within 60 feet of Alant are raised as if targeted by the Raise Dead spell.

Description

Alant was a mighty adventurer who through his accomplishments acquired many powerful magical items.

Alant has the following:

  • Ilmater's Bane (tweaked holy avanger)
  • +3 Adamantine Plate
  • +3 Animated Shield
  • Belt of Storm Giant Strength

Previous Versions

Name Date Modified Views Adds Version Actions
7/9/2024 6:53:49 PM
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8/11/2026 11:28:31 PM
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Th3madhadder

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