Skeletal Knight

Medium undead, typically lawful evil

Armor Class

18 (plate armor)

Hit Points

112 (15d8 + 45)

Speed

walk 30 ft.

Saves

wis +5, con +6

Senses

darkvision 60 ft.

Languages

understands the languages it knew in life but can't speak

Challenge

7

Proficiency Bonus

+3

Undead Fortitude

If damage reduces the skeletal knight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, the skeletal knight drops to 1 hit point instead.

Unusual Nature

The skeletal knight doesn't require air, food, drink, or sleep.

Actions

Multiattack

The skeletal knight makes three Enervating Blade or Throwing Axe attacks in any combination.

Enervating Blade

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) necrotic damage, and if the target is a creature, it can't regain hit points until the start of the skeletal knight's next turn.

Throwing Axe

Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) slashing damage.