Brave. The knight has advantage on saving throws against being frightened.
Undead Fortitude. If damage reduces the knight to 0 hit points, it must make a Constitution saving throw with a DC of the damage taken/2, unless the damage is radiant or from a critical hit. On a success, the knight drops to 1 hit point instead.
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Necrotic Tendril. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) necrotic damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Description
Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.
However, Blight Knights are undead creatures created from those marked by the blight. Upon death, a blighted creature would rise again (unless they were killed by radiant damage or a critical hit). Their skin turns to steel and peels from their skeleton that takes up hold within it's now steel armour. These knights are a force to be reckoned with. With the power of the blight's magic, the knight's prior weapons shape into dark metal and form a greatsword. Any and all magic capabilities are lost on the undead, however.
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