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Haunted Commanders of Unliving Legions

Habitat: Any; Treasure: Armaments

When the leader of a villainous order rises as a death knight, their wicked devotees might join them in their cursed existence as death knight aspirants. These followers bear a measure of their leader’s power and serve as they did in life, obediently following the death knight’s decrees and heralding its terrible will.


Death Knight

Champions of evil, death knights are armor-clad, skeletal warlords. Combining devastating martial prowess and blasphemous magic, these undying tyrants lead unholy legions against the living or brood in cursed citadels. Every death knight is haunted by a legacy of tragedy and dishonor that drives it to commit greater evils.

Traits

Magic Resistance. The aspirant has Advantage on saving throws against spells and other magical effects.

Marshal Undead. Undead creatures of the aspirant’s choice (excluding itself) in a 60-foot Emanation originating from it have Advantage on attack rolls and saving throws. It can’t use this trait if it has the Incapacitated condition.

Actions

Multiattack. The aspirant makes three Dread Blade attacks.

Dread Blade. Melee Attack Roll: +9, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage plus 10 (3d6) Necrotic damage.

Hellfire Orb (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point the aspirant can see within 120 feet of itself. Failure: 21 (6d6) Fire damage plus 21 (6d6) Necrotic damage. Success: Half damage.

Spellcasting. The aspirant casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):

At Will: Phantom Steed
1/Day Each: Destructive Wave (Necrotic), Dispel Magic

Reactions

Parry. Trigger: The aspirant is hit by a melee attack roll while holding a weapon. Response: The aspirant adds 4 to its AC against that attack, possibly causing it to miss.


Death Knight Aspirant

Medium or Small Undead, Chaotic Evil
  • Armor Class 20
  • Hit Points 178 (21d8 + 84)
  • Speed 30 ft.
  • Initiative +4 (14)
STR
20 (5)
DEX
10 (4)
CON
18 (4)
INT
10 (0)
WIS
12 (5)
CHA
16 (3)
  • Saving Throws Str +5, Dex +4, Con +4, Int +0, Wis +5, Cha +3
  • Damage Immunities Necrotic, Poison
  • Condition Immunities Exhaustion, Frightened, Poisoned
  • Senses Darkvision 120 ft., passive Perception 11
  • Languages Abyssal, Common
  • Challenge 11 (7,200 XP)
  • Habitat Any
  • Treasure Armaments
  • Magic Resistance. The aspirant has Advantage on saving throws against spells and other magical effects.
  • Marshal Undead. Undead creatures of the aspirant’s choice (excluding itself) in a 60-foot Emanation originating from it have Advantage on attack rolls and saving throws. It can’t use this trait if it has the Incapacitated condition.

Actions


  • Multiattack. The aspirant makes three Dread Blade attacks.
  • Dread Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., One Target. Hit: (2d8 + 5) Slashing damage plus (3d6)Necrotic damage.
  • Hellfire Orb (Recharge 5–6). *Dexterity Saving Throw:* DC 15, each creature in a 20-foot-radius Sphere centered on a point the aspirant can see within 120 feet of itself. *Failure:* 21 (or [[6d6]] (6d6)) Fire damage plus 21 (or [[6d6]] (6d6)) Necrotic damage. *Success:* Half damage.
  • Spellcasting. The aspirant casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15): At Will: Phantom Steed 1/Day Each: Destructive Wave (Necrotic), Dispel Magic

Reactions


  • Parry. *Trigger:* The aspirant is hit by a melee attack roll while holding a weapon. *Response:* The aspirant adds 4 to its AC against that attack, possibly causing it to miss.
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