Zombie Knight (5e Creature)

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Zombie Knight[edit]

Medium undead, lawful evil


Armor Class 18 (chain mail, shield)
Hit Points 60 (8d8 + 24)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 4 (-3) 8 (-1) 6 (-2)

Saving Throws Str +6, Con +5
Proficiency Bonus +2
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can't speak
Challenge 3 (700 XP)


Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Undying Might (Recharges after a Short or Long Rest). If the zombie dies, it reanimates at the start of its next turn with half of its maximum hit points.

ACTIONS

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands.

Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Raise Shield. The zombie raises its shield, granting it a +2 bonus to its AC and Dexterity saving throws, and reducing any damage it takes by 1d10 + 3 until the start of its next turn. If the zombie is hit by a melee attack and does not reduce the damage to 0, it loses the benefits of its shield until the start of its next turn.

REACTIONS

Parry. The zombie adds 2 to its AC against one melee attack that would hit it. To do so, the zombie must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS

The zombie can take 1 legendary action, 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 zombie regains spent legendary actions at the start of its turn.

Attack. The zombie makes a melee weapon attack.
Move. The zombie moves up to half its speed.

A reanimated knight, taken from their grave to serve a new master, as devoted in death as they were while alive. Zombie knights are more aware than ordinary zombies and may experience dim memories from their past lives, especially relating to battles they fought in. A zombie knight is often found leading a pack of lesser undead in a twisted parody of the soldiers they once commanded, though as strategy is almost lost to them, they fight unfeelingly and unrelentingly until destroyed.

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