Undead , Chaotic Evil
Armor Class: 20 (plate armor, shield) Hit Points: 96 (19d6) Speed: walk: 6 sqr. (9m)
Languages: Abyssal, Common Passive Perception: 13 Proficiency Bonus: 6
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 11 (+0) | 20 (+5) | 12 (+1) | 16 (+3) | 18 (+4) |
Multiattack: The death knight makes three longsword attacks. Longsword: melee attack +11 to hit, reach 1 sqr. (1.5m), one target. 30 (5d8+5) slashing damage, or 10 (1d10+5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage. Hellfire Orb (1/Day): The death knight hurls a magical ball of fire that explodes at a point it can see within 24 sqr. (36m) of it. Each creature in a 4 sqr. (6m)-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
Parry: The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.
On initiative count 20 (losing initiative ties), the Death Knight can use one of the following lair actions: Unholy Darkness: Magical darkness fills a 6 sqr. (9m) radius sphere centered on a point the Death Knight chooses within the lair. The darkness lasts until the Death Knight dismisses it or uses this action again. Nonmagical light cannot illuminate the area. Aura of Despair: A wave of oppressive dread radiates from the lair. Each creature of the Death Knight’s choice within 9 sqr. (13.5m) must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn. Grasp of the Fallen: Spectral hands rise from the ground in a 6 sqr. (9m) radius centered on a point the Death Knight can see. Each creature in the area must succeed on a DC 16 Strength saving throw or be restrained by the hands until the end of the Death Knight’s next turn. Desecrate Ground: The ground in a 6 sqr. (9m) radius centered on a point the Death Knight chooses becomes desecrated for 1 minute. Undead in the area gain advantage on saving throws, and creatures that aren’t undead have disadvantage on saving throws while in the area.