Large Undead (Cursed, Spirit), Chaotic Evil
Armor Class 18 Broken Heavy Plate
Hit Points 164 (18d10 + 72)
Speed 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws STR +11, DEX +6, CHA +9
Damage Vulnerabilities Fire, Radiant
Damage Resistances Cold
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Common, Infernal
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.

 

 

Actions

Multi-attack. The death knight makes two attacks with its longsword and one with its shadow-fire whip or two attacks with its shadow-fire whip 

Longsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage, plus 7 (2d6) necrotic fire damage 

Whip of Shadow-Fire. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 11 (2d6+4) force damage, plus 9 (2d8) necrotic-fire damage.

Shadow-Fire Orb (1/Day). The death knight hurls a magical ball of black fire that explodes at a point it can see within 80 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. The sphere spreads around corners. A creature takes 36 (8d8) necrotic-fire damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Whiplash. The hound master can attempt to make a grab attack with its whip, pulling one creature towards it. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 9 (2d8) force damage and any creature hit with this attack is grappled and pulled 20 ft towards the hound master (must have a free space in front of the hound master)

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.

jacobz017

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