Aura of Weakness. Any creature who tries to attack the Carrion Knight with a weapon attack that uses STR must make a DC 16 CON saving throw. On a failed save, that attack deals only half damage.
Regeneration. The Carrion Knight regains 10 hit points at the start of its turn. If the Carrion Knight takes fire damage, this traits effectiveness is halved (5) the next turn.
Crow's Talon. As a bonus action, the Carrion Knight can make a longsword attack against a prone target, dealing an extra 21 (6d6) damage to the target if the attack is successful.
Multiattack. The Carrion Knight makes three melee attacks. Alternatively it can use its Death's Embrace ability and make a longsword attack.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Shield Bash. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage. If the target is large or smaller, it must succeed on a DC 16 STR saving throw or be knocked prone.
Death's Embrace. The Carrion Knight targets one creature it can see within 60 ft. The target must make a DC 16 STR saving throw or be pulled through the Ethereal Plane to an unoccupied space beside the Carrion Knight, ignoring any obstructions in its path.
Parry. The Carrion Knight adds 3 to its AC against one melee attack that would hit it. To do so, the Carrion Knight must see the attacker and be wielding a melee weapon.
Description
Once knights who wanted nothing more to serve and give all they could to their kingdom, these once mortal men and women underwent a ritual that made them the kingdoms greatest sword along with it's greatest shield. These undying knights now serve from the shadows willing to do whatever it takes to serve their kingdom.