You create an undead follower of increased strength and martial prowess. The Knight Horror is a large undead, encased in plate armor and fueled with refined necrotic energy. Capable of far more than a standard zombie, or skeleton. The Knight Horror, despite its name, is solely defined by its creator's alignment and as such. Will share their creator's ideals of both good & evil, and right & wrong. The Knight Horror possesses enhanced strength and constitution compared to standard undead, can act independently from its creator if need be, and can speak in simple sentences. Usually with their mannerisms derived from those of their own creator as well.
The Knight Horror can wield any weapon it takes up with an increased proficiency and zeal. While it's armor is actually part of its own body, which requires it's spirit be dismissed before any changes can be made. While if the caster wishes to set the knight aside, they may dismiss the knight's spirit, causing it to fall into a dormant state. Requiring the caster to perform a three-hour ritual, to pull the knight's spirit back into service.
In the event that the Knight Horror is killed, the caster will need to either repair or even replace the body of the Knight and perform the ritual once more. With time subtracted for how much of the original body that the caster is in possession of.
Below is the stat block
Knight Horror
Large undead, neutral evil
Armor Class 18 (platemale)
Hit Points 95 (8d10 + 20)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 15 (+3) 18 (+4) 9 (-1) 9 (-1) 3 (-3)
Saving Throws Wis +4 Str +5
Damage Vulnerabilities: Radiant
Damage Resistances: Necrotic
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 9
Languages understands the languages known by it's creator and can speak in simple sentences
Martial Savagery The Horror Knight adds an extra damage die to all weapon attacks and deals max damage on all critical strikes.
Turn Resistance. The Horror Knight has advantage on saving throws against any effect that turns undead.
Undead Fortitude. If damage reduces the Horror Knight 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.
ACTIONS
Multiattack. The Knight Horror makes two slam attacks, or two weapon attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 4) bludgeoning damage.
Undead Nature. A Knight Horror doesn't require air, food, drink, or sleep.
* - (1800gp worth in materials including the heart of a large beast, powdered gemstone (ruby), enchanted thread, leather bindings and a suit of custom-built armor, all of which the spell consumes)
* - (1800gp worth in materials including the heart of a large beast, powdered gemstone (ruby), enchanted thread, leather bindings and a suit of custom-built armor, all of which the spell consumes)
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