Infernal Knight
Medium Fiend lawful evil
- Armor Class: 18 (plate)
- Hit Points: 247 (26d8+130)
- Speed: fly 60 ft. walk 30 ft.
- Challenge Rating: 16 (15,000 XP)
- Source: Creature Codex, page 104
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 24 (+7) |
14 (+2) |
20 (+5) |
17 (+3) |
21 (+5) |
20 (+5) |
- Saving Throws: Dex +7, Con +10, Wis +10
- Skills: athletics +12, insight +10, perception +10
- Damage Immunities: fire, necrotic, poison
- Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Condition Immunities: charmed, exhaustion, frightened, poisoned
- Senses: truesight 60 ft., passive Perception 20
- Languages: Infernal, telepathy 120 ft.
Special Abilities
- Faultless Tracker: If the infernal knight is given a quarry by its lord, the knight knows the direction and distance to its quarry as long as the two of them are on the same plane of existence.
- Magic Resistance: The infernal knight has advantage on saving throws against spells and other magical effects.
- Magic Weapons: The infernal knight's weapon attacks are magical.
- Regeneration: The infernal knight regains 10 hp at the start of its turn if it has at least 1 hp.
Actions
- Multiattack: The infernal knight makes two melee attacks or uses its Hellfire Bolt twice. It can replace one attack with Reave Soul.
- Greatsword: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) necrotic damage. A creature hit by the sword must succeed on a DC 18 Constitution saving throw or suffer disadvantage on attack rolls and ability checks based on Strength or Dexterity until the end of its next turn.
- Hellfire Bolt: Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage plus 17 (5d6) necrotic damage. A creature hit must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.
- Reave Soul (Recharge 5-6): The infernal knight targets a creature with 0 hp that it can see within 60 feet of it. If the creature is alive, it must succeed on a DC 18 Constitution saving throw or die and have its soul drawn into the infernal knight's greatsword. If the creature is dead and has been dead for less than 1 minute, its soul is automatically captured. When the infernal knight captures a soul, it regains 30 hp, and Reave Soul recharges at the start of its next turn. While a creature's soul is trapped, that creature can't be returned to life by any means short of a wish spell.
A banishment spell targeted at the greatsword forces the infernal knight to make a Charisma saving throw against the spell. On a failed save, any souls trapped in the blade are released instead of the spell's normal effect. Trapped souls are also released when the infernal knight dies.
- Planar Rift (1/Day): The infernal knight magically tears a rift in the fabric of the multiverse. The rift is a portal to a plane of the infernal knight's choice. The portal remains open for 1 hour, during which time any creature can pass through it, moving from one plane to the other. A dispel magic spell targeting the rift can destroy it if the caster succeeds on a DC 18 spellcasting ability check.
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