Skip to main content

Breadcrumb

Dread Knight Champion

Challenge
Alignment
str
22
dex
16
con
22
int
14
wis
18
cha
20

AC 18 (full plate)

HP 346 (33d8 + 198; bloodied 173)

Speed 30 ft.


Proficiency +6; Maneuver DC 20

Saving Throws Dex +9, Con +12, Int +8, Wis +10, Cha +11

Skills History +8, Intimidation +11, Perception +10

Damage Immunities cold, fire, necrotic, poison

Condition Immunities charmed , fatigue , frightened , poisoned , stunned

Senses truesight 60 ft., passive Perception 20

Languages the languages it knew in life


Undead Nature. A dread knight doesn’t require air, sustenance, or sleep.

Unholy Aura. The dread knight and allies within 30 feet have advantage on saving throws against spells and other magic effects and against features that turn undead. Other creatures of the dread knight’s choice within 30 feet have disadvantage on saving throws against spells and other magic effects.

Legion. The dread knight’s sword is a 3 greatsword that grants a +3 bonus to attack and damage rolls when it attacks with its cursed greatsword. A humanoid killed by damage from this sword rises the next dusk as a zombie . While attuned to the sword, the dread knight can use a bonus action to command zombies created in this way.


ACTIONS 

Cursed Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 14 (4d6) necrotic damage, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest . The target dies if its hit point maximum is reduced to 0.

Fire Blast (1/Day). A fiery mote streaks from the dread knight’s finger to a point within 120 feet and blossoms into a 20-foot-radius sphere of black fire which spreads around corners. Each creature within the area makes a DC 16 Dexterity saving throw , taking 63 (18d6) fire damage on a failed saving throw or half damage on a success. This damage ignores fire resistance and treats immunity to fire damage as fire resistance.

Ice Wall (1/Day). The dread knight magically creates a wall of ice on a solid surface it can see within 60 feet. The wall is flat, 1 foot thick, and can be up to 50 feet long and 15 feet high. The wall lasts for 1 minute or until destroyed. Each 10-foot section has AC 12, 30 hit points, vulnerability to fire damage, and immunity to cold, necrotic, poison, and psychic damage. 

If the wall enters a creature’s space when it appears, the creature is pushed to one side of the wall (creature’s choice). The creature then makes a DC 16 Dexterity saving throw , taking 49 (14d6) cold damage on a successful save or half damage on a success.

Soul Wrack (1/Day). A creature within 60 feet makes a DC 16 Constitution saving throw , taking 70 (20d6) necrotic damage and falling prone on a failed save or taking half damage on a success.

Summon Fiendish Steed (1/Day). A fell nightmare or wyvern magically appears in an empty space within 5 feet. The steed follows the dread knight’s commands and acts on its turn. It may attack on the turn on which it is summoned. It remains until the dread knight dismisses it as an action or it is killed. 


BONUS ACTIONS

Cursed Greatsword. The dread knight makes a cursed greatsword attack.

Break Magic. The dread knight ends all spell effects created by a 5th-level or lower spell slot on a creature, object, or point within 30 feet. 


REACTIONS 

Riposte. When an attacker the dread knight can see would hit it with a melee attack, it adds 5 to its AC against the attack. If the attack misses, the dread knight can make a cursed greatsword attack against the attacker.

Deflect. When an attacker the dread knight can see would hit it with a ranged weapon attack or ranged spell attack, it adds 5 to its AC against the attack. If the attack misses, the dread knight can force the attacker to reroll the attack, targeting a creature of its choice within 30 feet.

Seal of Silence. When the dread knight succeeds on a saving throw against a spell cast by a creature it can see, the caster of the spell makes a DC 16 Constitution saving throw. On a failure, the caster is magically unable to speak or cast spells with a vocal component until the end of the caster’s next turn. 

Cold Sacrifice (1/Day). When the dread knight would fail a saving throw , it can choose to succeed instead. It then magically teleports to an unoccupied space within 30 feet, leaving behind an inanimate duplicate of herself made of snow.

Combat

The dread knight uses its bonus action to duel the strongest melee combatant with its cursed greatsword, while using Fire Blast, Soul Wrack, and Wall of Ice to eliminate or cut off those who interfere. If it is bloodied and without allies, it uses Summon Fiendish Steed and tries to escape.


Legends and Lore

With a History or Religion check, characters can learn the following:

DC 10 Tragic figures, dread knights were once honorable warriors who suffered a fall from grace.

DC 15 Dread knights are gifted leaders, even in undeath. Under a dread knight’s command, the restless dead are bolstered against the power of the gods.

DC 20 In addition to their prowess on the battlefield, dread knights possess powerful magic. They can summon walls of ice and hurl balls of hellfire to divide and incinerate their foes.


Names

Roll once on the Title table and once on the Sinister Name table.

Title

1–5 None

6 Lord/Lady

7 Baron/Baroness

8 Prince/Princess

9 Sir/Lady

10 Roll on the Sinister Name table

Sinister Name

1 Gaunt

2 Vainglory

3 Wormwood

4 Bleakstone

5 Riven

6 Ember

7 Darkthorn

8 Aquilon

9 Tharn

10 Leda

11 Bitterbane

12 Wrack

13 Fell

14 Mourn

15 Talon

16 Ire

17 Chillgrave

18 Scorpius

19 Alphigor

20 Greyblood

Description

Infernal powers and evil gods can transform paragons of knightly virtue into malevolent undead creatures of hate and loathing — dread knights, also called doom knights or death knights. These fallen knights are cursed to exist forever as brooding mockeries of their former selves: armored skeletal warriors with fearsome martial and magical powers. A dread knight’s face is a burnt, blackened skull in which two tiny flames serve as eyes, and its voice echoes as though it emanates from beneath the earth.

Behavior

1 In its lair, marshaling its forces for an assault on the living

2 Kneeling before an altar (praying? mourning? reporting to its overlord?)

3 Aloft on its fiendish steed, scouting

4 Marching at the head of an army of the dead

Signs

1 Wraiths scout or deliver threatening ultimatums

2 Hundreds of skulls on spikes

3 The prints of many marching boots and skeletal feet

4 An aura of dread; chill winds and a pale, dim sun

5 Skeletal griffins circle overhead

6 Skeletons claw their way out of old graves and begin marching towards some distant rallying point

Encounters

Dread knights brood in ancient castles and necropolises in once-populated lands.

CR 17–22 Dread knight; dread knight with 10 skeletons ; dread knight riding nightmare

Treasure 1,000 pp, signet ring (50 gp), potion of invisibility , dancing sword (greatsword) named Ruin, horseshoes of speed

CR 23–30 Dread knight riding corrupted unicorn , fell nightmare , skeletal tyrannosaurus rex , or wyvern ; dread knight with 3 skeletal champions , wights , or zombie knights ; dread knight with 2 ghosts , skeleton hordes , or wraiths

Treasure 5,000 gp, golden prosthetic hand (10,000 gp), star sapphire ring (2,500 gp), potion of storm giant strength , spell scroll of earthquake , flame tongue (greatsword) named Balor

CR 31+ Dread knight champion riding young shadow dragon ; dread knight riding fell nightmare with mage and 20 zombies ; dread knight with 1d4 + 3 wraiths  

Treasure ruby necklace (7,500 gp), 10 black sapphires (5,000 gp each), twisted gold wedding ring (10 gp), adamantium plate armor , javelin of slaying (as arrow of slaying vs. humanoids), holy avenger (greatsword) named Dusk which deals necrotic instead of radiant damage while attuned to the dread knight

Monster Type Description

Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons . Others, like vampires , are the products of an evil ritual or curse.