Necro-knight Commander (5e Creature)

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Necro-knight Commander[edit]

Medium humanoid (any race), any non-good alignment


Armor Class 19 (plate)
Hit Points 127 (17d8 + 51)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 16 (+3) 14 (+2) 16 (+3) 18 (+4)

Saving Throws Wis +6, Cha +7
Skills Athletics +8, Deception +7, Intimidation +7, Perception +6, Persuasion +7, Religion +5
Damage Resistances necrotic, poison
Senses passive Perception 16
Languages Any one language (usually Common)
Challenge 8 (3,900 XP)


Aura of Undead Bolstering. Undead creatures of the knight's choice within 60 feet of it deal an additional 2 (1d4) necrotic damage when they hit with a weapon attack, and have advantage on saving throws against features that turn undead.

Brave. The knight has advantage on saving throws against being frightened.

Defense Fighting Style. While the knight is wearing armor, it gains a +1 bonus to its AC (included in AC).

Empowered Weapons. When the knight hits with a weapon attack, it deals an extra 4 (1d8) necrotic damage (included in the attack).

Magic Weapons. The knight's weapon attacks are magical.

Spellcasting. The knight is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +6 to hit with spell attacks). The knight knows the following paladin spells:

1st level (4 slots): command, compelled duel, hellish rebuke, wrathful smite
2nd level (3 slots): branding smite, darkness, find steed
3rd level (2 slots): dark flare, dispel magic

ACTIONS

Multiattack. The knight makes three attacks.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) necrotic damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) necrotic damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the 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 knight. A creature can benefit from only one Leadership die at a time. The effect ends if the knight is incapacitated.

BONUS ACTIONS

Marshal Undead. The knight targets one undead creature that it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target must obey the knight's verbal or telepathic commands until the knight dies or uses its Release Undead feature. The knight can command a number of undead with a combined Challenge Rating of 5 (a creature with a CR of 0 is considered to have a CR of 1/8).

Release Undead. The knight frees from its command any number of creatures affected by the knight's Marshal Undead feature.

REACTIONS

Parry. The knight adds 3 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

See Necro-knight (5e Creature).

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