Hell Knight (5e Creature)

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Hell Knight[edit]

Large fiend (demon), chaotic evil

Armor Class 16 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 50 ft.

20 (+5) 17 (+3) 21 (+5) 10 (+0) 15 (+2) 12 (+1)

Saving Throws Str +8, Con +8, Cha +4, Wis +5
Damage Resistances cold; fire; bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive perception 12
Languages Abyssal
Challenge 7 (2,900 XP)


Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) slashing damage.

Fire Punch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage. Target must succeed a DC 16 Constitution saving throw or take 27 (5d10) fire damage.

Slam. Melee Weapon Attack: +8 to hit, reach 35 ft., One target. Hit: 23 (3d12 + 5) bludgeoning damage. All creatures in a 15 ft radius of the impact must succeed a DC 18 Strength saving throw or be knocked prone and take an additional (1d8) force damage.

Hell Knight[1]

Hell Knights are the elite warriors of the demon horde. They are hulking and muscular with large legs and arms. The hell knight is sometimes confused for a Baron of Hell or Hell Gladiators, but the big difference is that the Hell knights lack horns, and instead have a smooth, skull-like face. Hell Knights are extremely quick for a demon of their size, running down prey or leaping on top of them and pummeling them to death with their muscular hands. Hell Knights are often used as the Siege weapons in Hell's Army.

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