Death Sovereign (5e Creature)

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Death Sovereign[edit]

Medium undead, chaotic evil

Armor Class 20 (plate, shield)
Hit Points 310 (27d8 + 189)
Speed 30 ft.

24 (+7) 15 (+2) 24 (+7) 16 (+3) 20 (+5) 22 (+6)

Saving Throws Dexterity +9, Constitution +14, Wisdom +12, Charisma +13
Skills Athletics +14, History +10, Perception +12, Religion +10, Survival +12
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 22
Languages Abyssal, Common, Infernal, Undercommon
Challenge 24 (62,000 XP)

Aura of Hate. Fiends and undead within 30 feet of the death knight gain a +6 bonus to their damage rolls.

Brute. A melee weapon deals one extra die of its damage when the death knight hits with it (included in the attack).

Keen Sight. The death knight has advantage on Wisdom (Perception) checks that rely on sight.

Legendary Resistance (3/Day). If the death knight fails a saving throw, it can choose to succeed instead.

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.

Spellcasting. The death knight is a 20th-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 only)


Multiattack. The death knight makes five longsword attacks.

Longsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage, or 18 (2d10 + 7) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the death knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the death knight. A creature can benefit from only one Leadership die at a time. The effect ends if the death knight is incapacitated.

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 21 Dexterity saving throw. The sphere spreads around corners. A creature takes 49 (14d6) fire damage and 49 (14d6) necrotic damage on a failed save, or half as much damage on a successful one.


Parry. The death knight adds 7 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.


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.

Attack. The death knight makes a weapon attack.
Command Ally. The death knight targets one nonhostile creature it can see within 30 feet of it. If the target can see and hear the death knight, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The death knight targets one hostile creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 21 Wisdom saving throw or be frightened until the end of the death knight's next turn.
Cast a Spell (Costs 3 Actions). The death knight casts a spell from its list of prepared spells, using a spell slot as normal.

A death knight[1] with the master and great master templates applied to it.

The death sovereign is a death knight created from a particularly powerful paladin. Skilled at leading troops, a death sovereign can empower entire armies of fiends and undead against the forces of good. Against an army led by a death sovereign, nations tremble in fear.

  1. Monster Manual (5e) pp.47

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