Apocalypse Knight

Medium undead, chaotic evil

Armor Class 20 (plate, shield)
Hit Points 199 (21d8 + 105)
Speed 30 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 1 (+5) 14 (+2) 15 (+2) 16 (+3)

Saving Throws Str +12, Con +11, Cha +9
Damage Immunities cold, Necrotic, poison
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 120 ft.; passive Perception 12
Languages abyssal, Common
Challenge 18 (20,000 XP)

Special Traits

  • Magic Resistance. The apocalypse knight has advantage on saving throws against spells and other magical effects.
  • Marshal Undead. Unless the apocalypse 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 apocalypse knight is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following spells prepared:

Actions

  • Multiattack. The apocalypse knight makes three flail attacks.
  • Flail. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 6) bludgeoning damage, plus 18 (4d8) necrotic damage.
  • Frost-bound Orb (1/day). The knight hurls a magical ball of decrepit ruin 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) necrotic damage and 35 (10d6) cold damage on a failed save, or half as much on a successful one.
Section 15: Copyright Notice

Knights of the Shadow Realm, Copyright 2020, David Barrentine

Section 15: Copyright Notice

Knights of the Shadow Realm, Copyright 2020, David Barrentine

This is not the complete license attribution - see the full license for this page