Medium Undead, Chaotic Evil
Armor Class 20 (plate, shield)
Hit Points 180 (19d8 + 95)
Speed 30 ft.
STR
20 (+5)
DEX
11 (+0)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +6, WIS +9, CHA +10
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 13
Languages Common
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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)

Actions

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.

Reactions

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.

Weeou

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