Infernal Knight (5e Creature)
From D&D Wiki
Medium fiend (devil), lawful evil
Saving Throws Str +13, Wis +8, Cha +9
Confer Fire Resistance. The devil can grant resistance to fire damage to its mount.
Infernal Weapons. A melee weapon deals two extra dice of its damage and 14 (4d6) fire damage when the devil hits with it (included in the attack).
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Multiattack. The devil makes three attacks.
Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage, or 23 (3d10 + 7) slashing damage if used with two hands, and 14 (4d6) fire damage.
Shield Bash. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 14 (3d4 + 7) bludgeoning damage, and 14 (4d6) fire damage. If the target is a Medium or smaller creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Hurl Flame. Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 22 (4d10) fire damage.
Parry. The devil adds 6 to its AC against one melee attack that would hit it. To do so, the devil must see the attacker and be wielding a melee weapon.
When mortals commit grave sins against their gods, they condemn themselves to the Lower Planes. Legend says that the first infernal knights were powerful mortal champions deceived by Asmodeus into following him on his war against the gods, and when they were found out, they were permanently transformed into devils. Since then, the ranks of infernal knights have only grown.