Death Knights

Once noble champions, Death Knights are fallen paladins or warlords who betrayed their oaths and now serve death itself. Cursed by dark necromantic forces, they rise clad in blackened armor, their souls forever bound to undeath. Death Knights command legions of the lost and often guard profane relics or cursed ruins. Their presence blights the land, and their very name inspires dread—each one a tale of tragic fall and terrible wrath.

Death Knights: Dread of Death.

WIL save instead of rolling for Initiative against Death Knights.

Death Knights: Hatred of light.

Vulnerable to Radiant. Immediately strikes back for half as much damage.

H50
Merciless Aura.

Enemies within Reach 2 cannot regain HP, when healed they instead suffer 1d10 damage.

Gravewalk (Spicy).

(Reaction, 1 use) Instantly descend into the earth and erupt from the ground up to 6 spaces away. Creatures within Reach 2 are knocked Prone on a failed DC 14 DEX save.

  • Doom Blade.

    1d10+20 (Req: DC 14 WIL save to Interpose). On damage, 1 Wound. THEN (optional):

  • Call Servant.

    (Single use) Summon 2 Grave Crows or 1 Grave Squire within Reach 6.

SSusann
Extras