Death Knight: Difference between revisions

(Created page with "[Back to creatures] __NOTOC__ Info {| class="creature" |+ ! colspan="6" | === Name === |- | colspan="6" |''Monster Level:'' |- | colspan="6" |''Size. Type'' |- !'''STR''' !DEX !END !AWR !INT !CHA |- !0 !0 !0 !0 !0 !0 |- | !Ref: 10 !Fort: 10 !Ant: 10 !Log: 10 !Will: 10 |- | colspan="6" | |- | colspan="3" | | colspan="3" |'''Resist''' Info |- | colspan="3" |'''Armor Rating''' 10 | colspan="3" |'''Vulnerable''' Info |- | colspan="3" |'''Hit Points'...")
 
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[[Creature List|[Back to creatures]]]
[[Creature List|[Back to creatures]]]


__NOTOC__
{{LineageInfobox|image=DeathKnight.png}}__NOTOC__


Info
Zealous paladins run the risk of pursuing their goals - however pure - with such [[blind]] vigor that they will do anything to see their goals fulfilled. When fiends or Exiles take note of a particularly powerful [[paladin]], they might subtly nudge the paladin down a dark path, perhaps offering the paladin a little extra power to violently overcome an obstacle in their path. Over many years, the paladin will likely grow darker and more calloused. After being pushed over the brink and committing a heinous act antithetical to what the paladin once stood for, its fate is sealed, and the paladin transforms into a Death [[Knight]] in the service of the fiend or Exile that carefully manipulated it.


{| class="creature"
{| class="creature"
|+
|+
! colspan="6" |
! colspan="6" |
=== Name ===
=== Death Knight ===
|-
|-
| colspan="6" |''Monster Level:''
| colspan="6" |''Monster Level: 20''
|-
|-
| colspan="6" |''Size. Type''
| colspan="6" |''Medium. Humanoid ([[Occult]])''
|-
|-
!'''STR'''
!'''STR'''
Line 21: Line 21:
!CHA
!CHA
|-
|-
!6
!2
!6
!4
!0
!0
!0
!6
!0
!0
!0
!0
|-
|-
|
|
!Ref: 10
!Ref: 11
!Fort: 10
!Fort: 16
!Ant: 10
!Ant: 14
!Log: 10
!Log: 10
!Will: 10
!Will: 16
|-
|-
| colspan="6" |
| colspan="6" |
|-
|-
| colspan="3" |
| colspan="3" |
| colspan="3" |'''Resist''' Info
| colspan="3" |
|-
|-
| colspan="3" |'''[[Armor]] Rating''' 10
| colspan="3" |'''[[Armor]] Rating''' 15 (field plate)
| colspan="3" |'''Vulnerable''' Info
| colspan="3" |'''Resist''' Physical 3
|-
|-
| colspan="3" |'''Hit Points''' 10
| colspan="3" |'''Hit Points''' 190
| colspan="3" |'''Immune''' Info
| colspan="3" |'''Traits''' Iron Will, Steel Mind, Regen 2
|-
|-
| colspan="3" |'''Speed''' 30ft
| colspan="3" |'''Speed''' 30 ft
| colspan="3" |'''Senses''' Info
| colspan="3" |
|-
|-
| colspan="3" |'''[[Skills]]''' Info
| colspan="6" |'''[[Skills]]''' (STR) Athletics +8; (END) Forced March +8; (CHA) Intimidating +8
| colspan="3" |'''Traits''' Info
|-
|-
! colspan="6" |Features
! colspan="6" |Features
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Cavalier.''' When riding a steed, the Death Knight gains 1 additional MCAP.
'''Occult Rituals.''' Using CHA, the Death Knight can cast the following rituals. '''[[Animate Corpses]].''' [[Deathboil Plague]], [[Drums of the War God]], [[Hell’s Angel]], [[Inscription of Sharpening]], [[Scry]], [[Summon Hellfire]].
|-
|-
! colspan="6" |[[Actions]]
! colspan="6" |[[Actions]]
|-
|-
| colspan="6" |
| colspan="6" |
==== ''The MONSTER can take FOUR of the following actions, or take the same action '''four times.''''' ====
==== ''The Death Knight can take FIVE of the following actions, or take the same action '''five times.''''' ====
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Move.''' The Death Knight moves up to its speed.
'''Greatsword.''' ''Reach 5 ft Two-Handed Weapon.'' +6 vs AR. '''Hit''': 13 (2d6+6) sharp.
 
'''Glaive.''' ''Reach 10 ft Two-Handed Weapon.'' +6 vs AR. '''Hit:''' 10 (1d8+6) sharp.
 
'''Javelin.''' ''Thrown 60 ft One-Handed Weapon.'' +6 vs AR. '''Hit:''' 9 (1d6+6) sharp.
|-
! colspan="6" |
|-
|-
| colspan="6" |
| colspan="6" |
==== '''''OR''' the MONSTER can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====
==== '''''OR''' the Death Knight can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Move.''' The Death Knight moves up to its speed.
 
'''Greatsword.''' ''Reach 5 ft Two-Handed Weapon.'' +6 vs AR. '''Hit''': 13 (2d6+6) sharp.
 
'''Glaive.''' ''Reach 10 ft Two-Handed Weapon.'' +6 vs AR. '''Hit:''' 10 (1d8+6) sharp.
 
'''Javelin.''' ''Thrown 60 ft One-Handed Weapon.'' +6 vs AR. '''Hit:''' 9 (1d6+6) sharp.
|-
|-
| colspan="6" |
| colspan="6" |
==== '''''...AND''' take '''ONE''' of the following actions.''====
==== '''''...AND''' take '''ONE''' of the following actions.''====
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Unholy Retribution (Recharge 4).''' Make a weapon attack. On a hit, deal an additional 11 (2d10) radiant [[damage]].
|-
 
| colspan="6" |
'''[[Decree]] (Recharge 5).''' The Death Knight casts the [[Decree]] [[divine]] spell. It counts as occult when cast in this way.
==== ''OR the MONSTER can take TWO of the following actions, or take the same action twice.''====
|-
| colspan="6" |'''Feature.''' Info
|-
|-
! colspan="6" |Reactions
! colspan="6" |Reactions
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Exploit (1/Turn).''' The Death Knight can [[Actions#Advanced Maneuvers|Exploit]].
|}
|}
=== Features ===
'''Features.''' Info
=== Actions ===
'''Features.''' Info
=== Reactions ===
'''Features.''' Info

Latest revision as of 21:04, 7 April 2024

[Back to creatures]

Zealous paladins run the risk of pursuing their goals - however pure - with such blind vigor that they will do anything to see their goals fulfilled. When fiends or Exiles take note of a particularly powerful paladin, they might subtly nudge the paladin down a dark path, perhaps offering the paladin a little extra power to violently overcome an obstacle in their path. Over many years, the paladin will likely grow darker and more calloused. After being pushed over the brink and committing a heinous act antithetical to what the paladin once stood for, its fate is sealed, and the paladin transforms into a Death Knight in the service of the fiend or Exile that carefully manipulated it.

Death Knight

Monster Level: 20
Medium. Humanoid (Occult)
STR DEX END AWR INT CHA
6 2 6 4 0 6
Ref: 11 Fort: 16 Ant: 14 Log: 10 Will: 16
Armor Rating 15 (field plate) Resist Physical 3
Hit Points 190 Traits Iron Will, Steel Mind, Regen 2
Speed 30 ft
Skills (STR) Athletics +8; (END) Forced March +8; (CHA) Intimidating +8
Features
Cavalier. When riding a steed, the Death Knight gains 1 additional MCAP.

Occult Rituals. Using CHA, the Death Knight can cast the following rituals. Animate Corpses. Deathboil Plague, Drums of the War God, Hell’s Angel, Inscription of Sharpening, Scry, Summon Hellfire.

Actions

The Death Knight can take FIVE of the following actions, or take the same action five times.

Move. The Death Knight moves up to its speed.

Greatsword. Reach 5 ft Two-Handed Weapon. +6 vs AR. Hit: 13 (2d6+6) sharp.

Glaive. Reach 10 ft Two-Handed Weapon. +6 vs AR. Hit: 10 (1d8+6) sharp.

Javelin. Thrown 60 ft One-Handed Weapon. +6 vs AR. Hit: 9 (1d6+6) sharp.

OR the Death Knight can take TWO of the following actions, or take the same action twice...

Move. The Death Knight moves up to its speed.

Greatsword. Reach 5 ft Two-Handed Weapon. +6 vs AR. Hit: 13 (2d6+6) sharp.

Glaive. Reach 10 ft Two-Handed Weapon. +6 vs AR. Hit: 10 (1d8+6) sharp.

Javelin. Thrown 60 ft One-Handed Weapon. +6 vs AR. Hit: 9 (1d6+6) sharp.

...AND take ONE of the following actions.

Unholy Retribution (Recharge 4). Make a weapon attack. On a hit, deal an additional 11 (2d10) radiant damage.

Decree (Recharge 5). The Death Knight casts the Decree divine spell. It counts as occult when cast in this way.

Reactions
Exploit (1/Turn). The Death Knight can Exploit.