
Death Knight
Undead
AC
HP
20
180
Alignment
Challenge
CE
17
STR
20 (+5)
DEX
11 (+0)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Source
Monster Manual
Name
Death Knight
Race
Undead
Alignment
Chaotic evil
Armor Class
20 (plate, shield)
Size
Medium
Hit Points
180 (19d8 + 95)
Challenge
17 (18000 XP)
Speed
30 ft.
Senses
darkvision 120 ft., passive Perception 13
Languages
Abyssal, Common

Saving Throws
Dex +6, Wis +9, Cha +10 Damage Immunities necrotic, poison
Skills
None
Damage Immunities
necrotic, poison
Condition Immunities
exhaustion, frightened, poisoned
Damage Resistances
None
Damage Vulnerabilities
None
Abilities
Magic Resistance .
The death knight has advantage on saving throws against spells and other magical effects.
Marshal Undead .
Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.
Spellcasting .
The death knight is a 19th-level spell caster.
Its spellcasting ability is Charisma
(spell save DC 18, +10 to hit with spell attacks).
It has the following paladin spells prepared:
Actions
Multiattack .
The death 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.
Hellfire Orb
(1/Day) .
The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it.
Each creature in a 20-foot-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.
Legendary Actions
None
Reactions
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.