Silent Knight

Medium undead, lawful evil

Armor Class 16 (chain mail)
Hit Points 13 (2d8 + 4)
Speed 30 ft.

13 (+1) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but can’t speak, telepathy 500 ft.
Challenge 1 (200 XP)


  • Ministerium Inmorte. The Silent Knight has advantage on saving throws to resist being controlled, destroyed, or turned by an evil creature.
  • Visor Sight. The Silent Knight can be flanked by creatures that have a shared melee attack line that passes through any two sides of its square (rather than passing through two parallel sides).


  • Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage or 6 (1d10 + 1) slashing damage if wielded in two hands.


Ringed mail and other metal covers this knight from head to toe. They stand incredibly still, gloved hands wrapped around their greatsword and an enchanted glow cast from eyes masked behind the visor of an imposing cylindrical helm.

Section 15: Copyright Notice

Book of Exalted Darkness. © 2018 Mike Myler, published under license by Legendary Games.

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