Medium Undead, Lawful Evil
AC 18    Initiative +4 (14)
HP 104 (8d10 + 44)
Speed 30 ft.
Mod Save
STR 20 +5 +5
DEX 10 +0 +3
CON 18 +4 +4
Mod Save
INT 10 +0 +0
WIS 12 +1 +4
CHA 16 +3 +6
Skills Deception +9, Intimidation +9
Resistances Necrotic
Immunities Poison; Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft. - Including Magical Darkness, Passive Perception 11
Languages Abyssal, Common
CR 6 (XP 2,300; PB +3)
Traits

Magic Resistance. The Wraithknight has Advantage on saving throws against spells and other magical effects.

Marshal Undead. Undead creatures of the Wraithknight's choice (excluding himself) in a 60-foot Emanation originating from it have Advantage on attack rolls and saving throws. It can’t use this trait if it has the Incapacitated condition.

Actions

Multiattack. The Wraithknight makes two Dark-Shade Halberd attacks.

Dark-Shade Halberd. Melee Attack Roll: +10, reach 5 ft. Hit: 11 (1d10+6) Slashing damage plus 5 (1d8) Frost damage.

Deathchill Iron Chains (Recharge 5–6). Wisdom Saving Throw: DC 16, Target one creature within 60 ft. Failure: 7 (2d6) cold damage. Success: Half damage. Failure: Target is Paralyzed for the next minute, making another save at the end of each of their turns

Spellcasting. The Wraithknight casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):

At Will: Phantom Steed, Shield of Faith, Disguise Self

1/Day Each: Animate Dead, Darkness

2/Day Each: Burning Hands (Necrotic) Misty Step

Bonus Actions

Scratch of Undeath. As a Bonus Action, the Wraithknight makes a melee attack roll against the target. Melee Attack Roll: +9 (1d20+9), reach 5 ft. Hit: 8 (1d6+5) cold damage.

Reactions

Parry. Trigger: The Wraithknight is hit by a melee attack roll while holding a weapon. Response: The aspirant adds 2 to its AC against that attack, possibly causing it to miss.

Monster Tags: undeadhumanoid

Habitat: Any

Lich_King7859

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