Death Knight
Death Knight
Complex Monster, XP 7225
Level 17 (+7)
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{{{Description}}}
Awareness
23
Senses
Lifesense, Darkvision
Proximity
30ft
Terror [Fear]
Targets with a Will score of 22 or less suffer Terror while within the aura. (Advanced, Pot 1d8+7, MR Yes)
Initiative 24/1d6
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Morale
4
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Defenses
AC
27/37
Touch
21
Fort
22
Reflex
24
Will
22
Resistances: Non-Magic Weapon (Imm), Cold (Imm), Lightning (Imm), Fire (Imm), Fear (Imm). Magic Resist (1d8+7). Turn Resist (1d8+7).
Undead Immunities: Bleed and Necrotic damage, Blood Loss, Death, Disease, Energy Damage, Fatigue, Poisons & Toxins, Exhausted, Nauseated, Pain, Sickened, Sleep, Tired.
Vulnerabilities:
Attributes / Saving Throws
STR
20 / 24
DEX
13 / 17
CON
18 / 22
INT
13 / 15
WIS
12 / 14
CHA
19 / 21
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 4
Skirmish 35ft / 5
Sprint 60ft / 5
At-Will
+15 vs AC (Crit 4%/8)
Vile Sword
2d10+18 (avg 29) Vile damage (ArN 0)
REC 7, Reach 5ft
2d6 + 7 (avg 14) Bludgeoning damage
Grapple +14
Special Actions
Death Knight Abilities
On each turn, roll 1d8 to determine the actions available to the Death Knight.
Any result, choose one of the following:
♦ Basic Attack: Make a Melee or Ranged Basic Attack (Basic)
3 or more, choose one of the following:
♦ Great Swing [REC 9]: Make a Vile Sword attack on up to three adjacent creature within reach. (Basic)
♦ Invigorating Blow: Make a Vile Sword attack. On a hit, gain 15 temporary hitpoints. (Basic)
♦ Darkness [FT 4, REC 2]: The Death Knight radiates darkness out to 20ft. (Basic, Pot 1d4+7, MR No)
5 or more, choose one of the following:
♦ Weakening Bloow: Make a Vile Sword attack. On a hit, deal +3d10 damage and the target is Weakened [SE, ST 5d10 vs CON]. (Advanced)
♦ Fireball ({{{Caliber}}}, Pot 1d8+7, MR Yes)
♦ Control Undead: Targets one undead creature within range, +12 vs Will. On a hit, the target is Dominated [SE, ST 5d10 vs CHA]. (Advanced, Pot 1d8+7, MR Yes)
7 or more:
♦ Whilrwind [REC 9]: Make a Vile Sword attack on all creatures within reach. On a hit, deal +5d10 damage. (Legendary)
♦ Blasphemy ({{{Caliber}}}, Pot 1d12+7, MR Yes)
Overland Movement
30 mi/day
Qualities
- Lifesense: Lifesense allows a creature to detect the life force of all living creatures around them. Additionally, it grants these creatures a +5 Racial bonus to Spot and Awareness against living creatures (inc).
- Undead Immunities: Immune to Bleed and Necrotic damage. Immune to Blood Loss, Death, Disease, Energy Damage, Fatigue, Poisons & Toxins, and the following conditions: Exhausted, Nauseated, Pain, Sickened, Sleep, and Tired.
- Death Knight Resistances: In addition to the normal resistances granted to Undead, the Detah Knight gains Damage Immunity to Non-Magical Weapons, Cold and Lightning damage and is Immune to Fear effects.
- Magic Resistance: The creature has Magic Resistance equal to [1d8 + Undeath Rank]. (inc)
- Turn Resistance: The creature has Turn Resistance equal to [1d6 + Undeath Rank].
Skills: Balance R5 (4), Climb R5 (5), Jump R5 (4), Riding R6 (4), Stealth R3 (-1), Swim R2 (-1), Tumble R3 (-2), Listen R4 (9), Spot R6 (15), Animal Care R2 (6), Hunting R4 (9), Orienteering R4 (9), Charm R1 (5), Coercion R7 (18), Deception R2 (7), Manipulation R4 (11), Persuasion R3 (7), Aloofness R5 (13), Bravery R7 (18), Intuition R4 (9), Tolerance R2 (6), Suspicion R4 (9)
Feats: Tough, Heavy Hitter, Fast Initiative [2], Great Morale
Philosophies: Rank 2 Mental, Rank 4 Physical, Rank 7 Undeath
Combat Training: Cast 3, Melee 4, Parry 2, Fort 3, Reflex 2, Will 3
Wits: +5, Brawn: +12
Equipment: Full Plate, Heavy Shield, Bastard Sword
Social
Languages: Common, Hellspeech
Composure: 30
Charm
+5
Coercion
+18
Deception
+7
Manipulation
+11
Persuasion
+7
Aloofness
+13
Bravery
+18
Intuition
+9
Tolerance
+6
Suspicion
+9
Prejudices:
Motives: