Magic Resistance. The chaos knight has advantage on saving throws against spells and other magical effects.
Intense Cold. Intense cold radiates from the chaos knight. Any non-magical fire within 20ft is doused, and water turns to ice.
Spellcasting. The chaos knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following spells prepared:
1st level (4 slots): command, compelled duel, searing smite
2nd level (3 slots): hold person, magic weapon
3rd level (3 slots): dispel magic, elemental weapon, sleet storm
4th level (3 slots): dimension door, confusion
5th level (2 slots): destructive wave (necrotic)
Multiattack. The chaos knight makes three longsword attacks.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.
Ice Spike (1/Day). The chaos knight causes great shards of ice to erupt from the ground at a point it can see within 120 feet of it. Each creature in a 20-foot-radius circle centered on that point must make a DC 18 Dexterity saving throw. A creature takes 35 (10d6) cold damage and 35 (10d6) piercing damage on a failed save, or half as much damage on a successful one.
Parry. The chaos knight adds 6 to its AC against one melee attack that would hit it. To do so, the chaos knight must see the attacker and be wielding a melee weapon.
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