Monster
Death Knight
Official reference · XMM · 2024
- Creature type
- Undead
- Size
- Small/Medium
- Armor class
- 20
- Hit points
- 199 (21d8 + 105)
- Speed
- Walk 30 ft.
- Challenge rating
- 17
- Alignment
- Chaotic Evil
- Strength
- 20
- Dexterity
- 11
- Constitution
- 20
- Intelligence
- 12
- Wisdom
- 16
- Charisma
- 18
- Passive Perception
- 13
- Initiative
- +12
- Saving Throws
- dex: +6; wis: +9
- Senses
- Darkvision 120 ft.
- Languages
- Abyssal, Common
- Immunities
- necrotic, poison
- Condition Immunities
- exhaustion, frightened, poisoned
Traits
Legendary Resistance (3/Day)
If the death knight fails a saving throw, it can choose to succeed instead.
The death knight has Advantage on saving throws against spells and other magical effects.
Marshal Undead
Undead creatures of the death knight's choice (excluding itself) in a 60-foot Emanation originating from it have Advantage on attack rolls and saving throws. It can't use this trait if it has the Incapacitated condition.
Undead Restoration
If the death knight is destroyed before it atones for its evil, it gains a new body in 1d10 days, reviving with all its Hit Points. The new body appears in a location significant to the death knight.
Actions
Multiattack
The death knight makes three Dread Blade attacks.
Dread Blade
Melee Attack: +11, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 13 (3d8) Necrotic damage.
Hellfire Orb (Recharge 5–6)
Dexterity Saving Throw: DC 18, each creature in a 20-foot-radius Sphere centered on a point the death knight can see within 120 feet. Failure: 35 (10d6) Fire damage plus 35 (10d6) Necrotic damage. Success: Half damage.
Reactions
Trigger: The death knight is hit by a melee attack roll while holding a weapon. Response: The death knight adds 6 to its AC against that attack, possibly causing it to miss.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Dread Authority
The death knight uses Spellcasting to cast Command. The death knight can't take this action again until the start of its next turn.
Fell Word
Constitution Saving Throw: DC 18, one creature the death knight can see within 120 feet. Failure: 17 (5d6) Necrotic damage, and the target's Hit Point maximum decreases by an amount equal to the damage taken. Success or Failure: The death knight can't take this action again until the start of its next turn.
Lunge
The death knight moves up to half its Speed, and it makes one Dread Blade attack.
The death knight casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At will: Command, Phantom Steed
2/day each: Destructive Wave (Necrotic), Dispel Magic