Death Knight

Medium Undead. CR 8, AC 18, 140 HP. Traits: Disgraced Rejuvenation, Magic Resistance, Undead Nature, Undead Resilience.

Armor class
18
Hit points
140
Challenge
8
Creature type
Undead
Size
medium

Stat block

Cha
18
Con
16
Dex
10
Int
12
Str
18
Wis
20
Speed
Walk: 30
Senses
darkvision 90 ft.
Skills
Actions
  • Multiattack. The death knight makes three Greatsword or Necrotic Bolt attacks.
  • Greatsword. _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage and 7 (2d6) necrotic damage.
  • Necrotic Bolt. _Ranged Spell Attack:_ +7 to hit, range 60 ft., one target. _Hit:_ 18 (4d6+4) necrotic damage.
Languages
Common
Reactions
  • Parry. The death knight adds 3 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.
  • Soul Drain. When the death knight reduces a Humanoid to 0 HP, it can absorb the creature's soul. The target must succeed on a DC 15 WIS save or immediately die, its soul becoming trapped in the death knight's sword. The death knight has advantage on attack rolls for 1 minute after absorbing a soul.<br>The creature can't be restored to life until the death knight is permanently destroyed.
Saving throws
Wisdom: 5; Charisma: 4; Strength: 4; Dexterity: 0; Constitution: 3; Intelligence: 1
Damage immunities
necrotic,frightened,Undead Resilience
Special abilities
  • Disgraced Rejuvenation. Unless redeemed, a destroyed death knight returns in 1d4 days, regaining all its HP and becoming active again within 10 feet of where it died.
  • Magic Resistance. The death knight has advantage on saves against spells and other magical effects.
  • Undead Nature. The death knight doesn't require air, food, drink, or sleep.
  • Undead Resilience. The death knight is immune to poison damage, to exhaustion, and to the poisoned condition.
Damage vulnerabilities
radiant

Source and licence

From Black Flag Reference Document.

Licence: ORC License.

Every licence notice Tavern Bag relies on.