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







Comments