Chaos Knight

Medium fiend, chaotic evil

Armor Class 16 (chain mail)
Hit Points 78 (12d8 + 24)
Speed 30 ft.

18 (+4) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 16 (+3)

Skills Perception +4
Damage Vulnerabilities Fire
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities cold, psychic
Condition Immunities frightened, stunned
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 3 (700 XP)


  • Icy Incorporeality. By using an action, a chaos knight can make itself incorporeal until the start of its next turn. While incorporeal, it can pass through solid objects such as a wall or other creatures as if they were difficult terrain. It leaves behind an icy outline where it passes.
  • Innate Spellcasting. The chaos knight’s spellcasting ability is Charisma (spell save DC 13, spell attack bonus +5). The chaos knight can cast the following spells without material components:
  • Magic Weapon. The chaos knight’s attacks are magical.
  • Personal Door. Any being other than the chaos knight that passes through the portal suffers 10 cold damage.


  • Multiattack. The chaos knight makes two Greatsword attacks.
  • Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:11 (2d6 + 4) slashing damage plus 3 (1d6) cold damage.


Ghostly forms encased in overly spiky armor, chaos knights are the foot soldiers and agents of evil powers. They are somewhat ephemeral in nature, but instead of a cool nothingness, they can become a cold nothingness that rides the border between the world and other realms. This coldness radiates from their open helms as a pale bluish glow.

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Tome of Horrors 2020, (C) 2020, Necromancer Games

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