Death Knight (3.5e Creature)

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Death Knight[edit]

Death Knight
Size/Type: Medium Undead
Hit Dice: 10d15 (150 hp)
Initiative: +7
Speed: move 20 ft. (4 squares)
Armor Class: 22 (+5 Natural, +7 Plate Mail), touch 10, flat-footed 22
Base Attack/Grapple: +2/—
Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Consitution drain), Longsword +3(1d8+8), Two-Handed Sword +2(2d6+7)
Full Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Consitution drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Consitution drain, control undead, spell-like abilities, Power Words, Aura of fear, Fireball.
Special Qualities: Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura
Saves: Fort +6, Ref +4, Will +9
Abilities: Str 20, Dex 13, Con —, Int 13, Wis 16, Cha 18
Skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks)
Feats: AlertnessB, Blind Fight, Combat Reflexes, Improved InitiativeMounted CombatB
Environment: Any
Organization: Solitary, gang (1 and 5 Skeleton Warriors), or pack (1 and 13 Skeleton Warriors)
Challenge Rating: 15
Treasure: None
Alignment: Always Evil(Any)
Advancement: 6–10 HD (Medium)
Level Adjustment:
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A death knight is the horrifying corruption of a paladin or lawful good warrior cursed by the gods to its terrible form as punishment for betraying the code of honor it held in life. A death knight resembles a hulking knight, typically taller than 6 feet and weighing more than 300 pounds. Its face is a blackened skull covered with shards of shriveled, rotting flesh. It has two tiny, glowing orange-red pinpoints for eyes. Its armor is scorched black as if it had been in a fire. The demeanor of a death knight is so terrifying that even kender have been known to become frightened. A death knight’s deep, chilling voice seems to echo from the depths of a bottomless cavern. A death knight converses in the language it spoke in its former life, as well as one additional language. Death knights are former good warriors who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. (For instance, Krynn’s Lord Soth, the most famous of all death knights, murdered his wife so that he could continue an affair with an elfmaid.) Death knights are cursed to remain in their former domains, usually castles or other strongholds. They are further condemned to remember their crime in song on any night when the moon is full; few sounds are as terrifying as a death knight’s chilling melody echoing through the moonlit countryside. Death knights are likely to attack any creature that interrupts their songs or trespasses in their domains.


Combat: A death knight retains the fighting skills it had in its former life. Since it has little regard for its own safety and an intense hatred of most living creatures, it is an extremely dangerous opponent. Still, a death knight retains a semblance of the pride it held as a good warrior and fights honorably: It never ambushes opponents from behind, nor does it attack before an opponent has an opportunity to ready his weapon. Surrender is unknown to a death knight, and it will parley only if it senses its opponent has crucial information (such as the fate of a former family member). A Death Knight usually attacks with a sword. A death knight’s magical abilities make it especially dangerous. It constantly generates fear in a 5-foot radius, and it can cast detect magic, detect invisibility, and wall of ice at will. Twice per day, it can cast dispel magic. Once per day, it can use either power word, blind, power word, kill, or power word, stun. It can also cast symbol of fear or symbol of pain once per day, as well as a 20-dice fireball once per day. All of its magical spells function at the 20th level of ability. They are often Accompanied by Skeletal Warriors.




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