Medium undead, chaotic evil
Armor Class 20 (plate, shield)
Hit Points 180 (19d8 + 95)
Hit Points (suggested) 199 (19d10 + 95)
Speed 30 ft.
Proficiency Bonus +6
Proficiency Bonus +8 (5th Edition Advanced Mode)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 11 (+0) | 20 (+5) | 12 (+1) | 16 (+3) | 18 (+4) |
Saving Throws Dex +6, Wis +9, Cha +10
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal, Common
Challenge 17 (18,000 XP)
Fear Aura (suggested). Any creature that starts its turn within 5 feet of the death knight must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the death knight ‘s Fear Aura for the next 24 hours.
Fighting Style (suggested). A death knight retains the fighting style it had in its former life. Pick one of the two fighting styles:
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Innate Spellcasting (suggested). The death knight’s innate spellcasting ability is Charisma (spell save 18, + 10 to hit with spell attacks). The death knight can innately cast the following spells, requiring no material components:
- At will: detect magic, see invisibility, wall of ice
- 2/day: dispel magic
- 1/day each: power word blind, power word kill, power word stun, symbol (fear, pain)
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Magic Resistance (suggested). The death knight has advantage on saving throws against spells and other magical effects and if the Death Knight rolls a natural 20, then the spell is reflected against the caster.
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.
Power over Undead (suggested). The death knight can establish complete and permanent control over skeletons (medium humanoid), zombies (medium humanoid) and wights.
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)
Unholy Smite (suggested). When you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is of good alignment.
ACTIONS
- Multiattack. The death knight makes three 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/Day). 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.
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.
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DESCRIPTION
A death knight is the horrifying corruption of a paladin or lawful good warrior who betrayed the code of honor they held in life. As punishment, a dark power cursed them to this terrible form, stripping them of their soul and binding them to its will. A death knight serves as a general and enforcer in an army of undead, leading hordes of zombies, skeletons, and wights into battle.
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. Two tiny, glowing orange-red pinpoints act as eyes, piercing through the darkness. Its armor is charred and cracked by the unholy flames that burn within its skeletal frame. Often, the smell of ozone, dried blood, and burning marrow precedes their arrival, serving as a grim herald of the slaughter to come. They are frequently seen riding equally terrifying mounts, such as nightmares or heavily armored skeletal warhorses, further amplifying their imposing presence.
A death knight’s deep, chilling voice echoes from the depths of a bottomless cavern. It speaks in the language of its former life, as well as up to six additional languages. It can cast spells as a powerful cleric or wizard, using its dark magic to inflict pain and suffering on its foes. It commands undead creatures within 60 feet, bending them to its will effortlessly.
A death knight is distinctly different from other corrupted warriors. Unlike a lich, a death knight does not have a phylactery that can be destroyed to end its existence; it can only be permanently slain by a powerful holy weapon or a wish spell. Unlike a vampire, a death knight does not need to feed on blood or avoid sunlight, instead thriving purely on death and destruction. Unlike a blackguard, a death knight holds no allegiance to anyone but its master, obeying commands without question or hesitation.
COMBAT
A death knight retains the fighting skills it had in its former life but enhances them with dark magic. It usually wields a sword and a shield, both imbued with necrotic energy that harms living creatures and bypasses most forms of resistance. A death knight’s sword is a wicked blade dripping with venom, while its massive shield deflects even the most powerful blows.
With little regard for its own safety and an intense hatred of living creatures, the death knight is an extremely dangerous opponent. However, it fights honorably. It never ambushes opponents from behind, nor does it attack before they have an opportunity to ready their weapons. Surrender is unknown to a death knight, and it will parley only if it senses an opponent holds crucial information.
A death knight employs ruthless, highly coordinated tactics, dynamically adapting to the battlefield. It casts spells to inflict pain, creates spheres of negative energy to simultaneously harm the living and heal the undead, and uses its skeletal legions as tactical meat-shields or distractions. Unlike a barbarian, it does not rage or lose control; unlike a standard fighter, it blends brute force seamlessly with devastating arcane strikes.
For a comprehensive breakdown of how to run this monster optimally in your campaign, read our full guide on Death Knight Tactics: How to Outsmart and Overpower Your Enemies.
Legendary Weapons of the Death Knights Death knights wield weapons of great power, forged from the materials of the underworld or taken from slain foes. These weapons are legendary, having belonged to infamous death knights who left their dark marks on history. Here are 10 examples:
- Soulreaver: A massive sword that drains the life force of its victims and transfers it to the death knight. It is said to be forged from the bones of a fallen angel.
- Frostscythe: A wicked scythe with a handle of ice that emits a chilling aura and freezes the blood of its enemies.
- Plaguebringer: A mace with a handle wrapped in rotten flesh that spreads diseases and plagues with every strike.
- Doomhammer: Stolen from a mighty orc chieftain, this hammer unleashes devastating shockwaves and earthquakes.
- Shadowflame: Crafted from the scales of a black dragon, this sword ignites with dark flames that burn the soul.
- Bloodfang: Carved from the fang of a vampire lord, this dagger causes severe bleeding and excruciating pain.
- Stormbreaker: A polearm blessed by a storm god, harnessing the power of lightning and thunder with every thrust.
- Soulstealer: An axe adorned with chains that traps the souls of its victims, feeding them to the death knight.
- Nightfall: A sword made from the metal of a fallen star, shrouding the wielder in darkness and stealth.
- Bonecrusher: A flail taken from the corpse of a giant, capable of shattering heavy armor and bones effortlessly.
HABITAT / SOCIETY
Death knights are former warriors judged by the gods to be guilty of unforgivable crimes, such as murder or high treason. These crimes were often the result of a tragic fall from grace caused by a corrupting influence, manipulative enemy, or a tale of love, loss, and madness.
As punishment, they are cursed to remain in their former domains—usually ruined castles or desolate strongholds. These domains are grim, gloomy places where walls are forever stained with blood, and the air is thick with the wails of spectral servants. Death knights fortify these ruins with lethal traps, arcane wards, and loyal undead minions, making them nearly impregnable. They rarely leave these domains unless summoned by their dark masters or dispatched on a specific crusade.
Death knights are further condemned to remember their crimes in song on any night when the moon is full. Few sounds are as terrifying as a death knight’s chilling melody—a dirge of grinding metal and hollow sorrow—echoing through the moonlit countryside. They sing these songs of regret hoping for redemption or release, and will mercilessly attack any creature that interrupts their lament or trespasses on their grounds.
Unlike liches, they do not seek knowledge; they mourn their lost glory. Unlike vampires, they do not form covens; they isolate themselves in bitter solitude.
ECOLOGY
Death knights have no physiological functions. They do not need to eat, drink, sleep, or breathe. They are immune to most forms of damage and disease, except for those specifically designed to combat the undead, such as holy magic and silvered weapons.
Their very presence acts as a necrotic blight upon the land. The soil around a death knight’s domain turns to sterile ash, the water becomes stagnant and poisonous, and the local flora withers into twisted husks. Animals instinctively flee the region, and those that remain often mutate into sickly, aggressive variants. Their magic is a wellspring of corruption, spreading decay wherever they tread.
Death knights are frequently accompanied by skeleton warriors, liches, and other intelligent undead who serve as their aides. They command these lieutenants through a combination of telepathy and sheer intimidation, communicating via a secret, incomprehensible language known as Dark Speech. They only cooperate with other intelligent undead if they share a common master or a mutually beneficial, destructive goal.
Material Components: The remnants of a Death Knight, specifically fragments of their charred armor or bone, can be employed as a highly potent spell component to empower the following spell:
Zardock’s Journal: The Fury of the Death Knight
Entry #54 Date: 1st of Vatermont, 997 AC Location: The Tower of Sages, Darokin City
I can still remember the horror of that day, the day that Karameikos fell to the Death Knight and his horde of undead.
I was studying at the Academy of Magic, a prestigious institution that trained young mages in the arts of arcane and divine magic. I had always dreamed of becoming a powerful wizard, and I was eager to learn from the best teachers and scholars in the city. But my dreams were shattered when the Death Knight attacked. He was a former paladin who had betrayed his order and his god, and had become a twisted and evil creature. He had amassed an army of zombies, skeletons, wights, and other undead, and had marched on Karameikos with a single purpose: to destroy it.
The city was caught off guard, and had little time to prepare for the siege. The walls were breached, and the undead poured into the streets, killing and devouring anyone they encountered. The guards and the militia fought bravely, but they were outnumbered and outmatched. The Death Knight himself led the charge, wielding a sword that dripped with blood and venom. He cut down anyone who stood in his way, laughing maniacally as he did so.
I was in the library when the attack began. I heard the alarm bells ringing, and saw the smoke rising from the windows. I grabbed my books and my staff, and ran to join my fellow students and teachers. We decided to make our way to the temple of Halav, hoping to find sanctuary there.
But we never made it. Along the way, we encountered a group of undead that blocked our path. We tried to fight them off with our spells and weapons, but they were too many and too strong. They tore through our ranks, biting and clawing at us. I saw my friends and mentors fall one by one, their blood staining the ground.
I was lucky to escape with my life. I managed to slip past the undead, using my invisibility spell and my speed. I ran as fast as I could, dodging the corpses and the flames that littered the streets. I reached the temple of Halav, but it was too late. The Death Knight had already reached it, and had set it on fire. He stood outside the temple, holding a severed head in his hand. It was the head of High Priestess Elora, who had been a kind and gentle woman, and a friend to me. The Death Knight threw her head into the fire, and laughed.
I felt a surge of anger and fear in my chest. I wanted to confront him, to avenge Elora and all those who had died. But I knew I had no chance against him. He was too powerful for me, or for anyone. He was a monster that could not be stopped.
So I did what any sane person would do: I ran away. I ran away from Karameikos, from the Death Knight, from everything. I left behind my home, my studies, my friends.