The death knight has advantage on saving throws against spells and other magical effects.
Death Knight
Medium Undead Chaotic Evil
- 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
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.