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monster

Skeletal Knight

Skeletal Knight
Skeletal Knight
CR 7
Medium Undead, Lawful Evil
Reveal Stat Block
Armor Class
18 ({@item plate armor|PHB|plate})
Hit Points
112 (15d8 + 45)
Speed
30 ft.
str
20
+5
dex
10
+0
con
16
+3
int
13
+1
wis
14
+2
cha
10
+0

Traits

Undead Fortitude.If damage reduces the skeletal knight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, the skeletal knight drops to 1 hit point instead.
Unusual Nature.The skeletal knight doesn't require air, food, drink, or sleep.

Actions

Multiattack.The skeletal knight makes three Enervating Blade or Throwing Axe attacks in any combination.
Enervating Blade.mw 8 to hit, reach 5 ft., one target. ({@damage 3d6 + 5) necrotic damage, and if the target is a creature, it can't regain hit points until the start of the skeletal knight's next turn.
Throwing Axe.mw,rw 8 to hit, reach 5 ft. or range 20/60 ft., one target. ({@damage 2d8 + 5) slashing damage.

Skeletal Knight

Skeletal knights are powerful Undead that arise to serve even more wicked beings—often death knights. Those who become skeletal knights were typically virtuous in life but betrayed their oaths and died in disgrace. Unable to rest, they are now unswervingly loyal to the villains they serve. Should a skeletal knight's master be destroyed, the knight regains its will and is free to pursue its own ends.

Skeletal knights are relentless in battle and difficult to destroy. They cling to the sins that curse them, and they fight until their skulls are reduced to shards. Their blades deal lingering wounds that sap their victims' life force and leave blackened scars even after magical healing.