Death Knight

Medium undead, Chaotic Evil

Armor Class

20 (plate armor, shield)

Hit Points

180 (19d8+95)

Speed

walk 30 ft.

Saves

Dex +6, Wis +9, Cha +10

Damage Immunities

necrotic, poison

Condition Immunities

exhaustion, frightened, poisoned

Senses

darkvision 120 ft.

Languages

Abyssal, Common

Challenge

17

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 spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin 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 • 4th level (3 slots): banishment, staggering smite • 5th level (2 slots): destructive wave (necrotic)

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.