Brave. The knight has advantage on saving throws against being frightened.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 9 (2d8) necrotic damage. A humanoid slain by this attack rises 2 rounds later as a zombie (unless the deceased is brought back to life before the beginning of the second round), under the Zombie Knights control, . The Zombie knight can have no more than twelve zombies under its control at one time.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
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.
Undead knights are terrifying warriors on the battlefield taking hits that would kill a mortal man like a brick wall. They serve as Captains of undead troops.
Are semi intelligent undead but still serve their creators with the vigor of any other undead
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