D&D 5E - Death Knight Legendary Actions & Lair Actions

July 2024 ยท 3 minute read
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Undead Knight by dcwj

Death Knight
Medium undead, chaotic evil

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Armor Class 21 (Plate +1, Shield)
Hit Points 180 (19d8 + 95; bloodied 90)
Speed 30 ft.1
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STRDEXCONINTWISCHA
20 (+5)11 (+0)20 (+5)12 (+1)16 (+3)18 (+4)
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Saving Throws Dex +6, Con +11, Wis +9, Cha +10
Skills Arcana +7, Athletics +11, Intimidation +10, Perception +9
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses darkvision 120 ft., truesight 60 ft., passive perception 19
Languages Abyssal, Common
Challenge 17 (18,000 XP) Proficiency Bonus +6
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Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.

Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

ACTIONS
Multiattack. The death knight makes two longsword attacks.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.

Hellfire Orb (1/Rest). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Spellcasting. The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): command, compelled duel, searing smite
2nd level (3 slots): hold person, magic weapon
3rd level (3 slots): dispel magic, elemental weapon
4th level (3 slots): banishment, staggering smite*
5th level (2 slots): destructive wave (necrotic)

*See Bonus Actions, the Death Knight's CR assumes it uses this spell twice.

BONUS ACTIONS
Staggering Smite (Concentration 1 minute). The next time the death knight hits a creature with a longsword attack, the attack deals an extra 14 (4d6) psychic damage and the target must make a DC 18 Wisdom saving throw or suffer disadvantage on its attack rolls and ability checks, and can't take reactions, until the end of its next turn.

REACTIONS
Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS
The death knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The death knight regains spent legendary actions at the start of its turn.

Command Undead. The death knight targets one undead ally it can see within 60 feet of it and gives it a telepathic command. The target can use its reaction to move up to half its speed and make one weapon attack. The undead adds the death knight's Charisma bonus (+4) to its attack and damage rolls.
Move. The death knight moves up to half its speed without provoking opportunity attacks.
Longsword (Cost 2 Actions). The death knight makes one longsword attack.
Touch of Death (Cost 3 Actions). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) necrotic damage and the target must make a DC 18 Constitution saving throw or gain one level of exhaustion. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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