Death Knight token

Death Knight

Medium Undead Chaotic Evil

CR 17
Saving Throws
Dex +6, Wis +9, Cha +10
Damage Immunities
necrotic, poison
Condition Immunities
exhaustion, frightened, poisoned
Senses
darkvision 120 ft., passive Perception 13
Languages
Abyssal, Common

Traits

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

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:

Level 1 (4 slots)

command
compelled duel
searing smite

Level 2 (3 slots)

hold person
magic weapon

Level 3 (3 slots)

dispel magic
elemental weapon

Level 4 (3 slots)

banishment
staggering smite

Level 5 (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.

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.