Aura of Defilement. The Athasian Death Knight radiates an aura of corruption in a 30-foot radius. Plants wither and die, water evaporates, and creatures in the area cannot regain hit points by any means. At the start of each creature's turn in the aura, it must make a DC 16 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much on a successful one.
Psionic Resistance. The death knight has advantage on saving throws against psionic effects and abilities.
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Undead Nature. The death knight does not require air, food, drink, or sleep.
Cursed Existence. When the death knight is reduced to 0 hit points, it reforms at a desecrated location within 1 mile after 24 hours unless its armor is destroyed and a remove curse or similar magic is cast on the location where it died.
Multiattack. The death knight makes two melee attacks with its Defiler’s Blade or uses its Psionic Strike and makes one melee attack.
Defiler’s Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 5) slashing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have its movement speed halved until the end of its next turn.
Hellfire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target.
Hit: 18 (4d8) fire damage. The target must make a DC 16 Dexterity saving throw or take an additional 9 (2d8) necrotic damage as the flames drain vitality from the land.
Despairing Smite (Recharge 5–6). The death knight channels its cursed essence into a devastating strike. On a successful attack, the target takes an additional 22 (4d10) necrotic damage and must make a DC 16 Wisdom saving throw. On a failed save, the target is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success.
Psionic Energy (Recharge 5–6). The death knight can use one of the following psionic powers, using a bonus action to do so.
- Telekinetic Grasp. The death knight targets one creature it can see within 60 feet. The creature must succeed on a DC 16 Strength saving throw or be restrained as invisible psionic force binds it. The restrained target can repeat the saving throw at the end of its turns, ending the effect on itself on a success.
- Mind Blast. The death knight unleashes a wave of psionic energy in a 30-foot cone. Each creature in the area must make a DC 16 Intelligence saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much on a successful one. Creatures that fail the save are stunned until the end of their next turn.
- Psychic Assault. The death knight targets a creature it can see within 120 feet. The target must make a DC 16 Intelligence saving throw, taking 18 (4d8) psychic damage on a failed save and losing concentration on any spells or psionic effects it is maintaining.
Withering Retaliation. When a creature within 5 feet of the death knight hits it with a melee attack, the death knight can unleash a pulse of defiling energy. The attacker takes 10 (3d6) necrotic damage and must succeed on a DC 16 Constitution saving throw or have disadvantage on attack rolls until the end of its next turn.
Description
The Athasian Death Knight uses its Aura of Defilement and psionic abilities to suppress healing and overwhelm foes with psychic and necrotic damage. It will combine Mind Blast with its melee strikes to control the battlefield, using Telekinetic Grasp to restrain priority targets. Its Psychic Assault is reserved for disrupting powerful spellcasters or psionic users. If cornered, it will retreat using psionic powers and reform later to continue its dark purpose.
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