Ryunosuke
2018-04-22, 09:18 PM
So as a huge fan of Necromancy and pet classes in general for any kind of games, I've been trying to find good ways for a Necromancer to just outfit and make a single really good undead body guard/general instead of just spamming hordes of Skeletons and Zombies that stop being useful after tier 2 and nobody likes having you run around with anyways (especially if you are trying the neutral or 'good' necromancer route). So I decided to create a special and unique spell that only makes a single undead warrior, and it must be recast daily but each new spell level invested grants new powers unto the warrior to account for the fact that you are only using them instead of 2-4x as many of any other undead so that your one minion can stay useful and helpful even in later levels besides just 'scout ahead, trigger that trap, etc'.
Feel free to critique the placement of effects or balance concerns you may have.
Changelog:
4/23 - Edited wording for reasserting control, needing to be of the same level slot as used to create to avoid abuse.
4/23 - Added in a series of spoilers to display the stats and attributes of both forms of Dread Knight by the spell level used to create them. Equipment supplied by the Necromancer is not accounted for, neither is the Undead Thralls ability. Also edited the proficient saving throws of the Skeleton from Str/Dex, to Dex/Con.
Dread Knight
2nd-level necromancy
Casting Time: 5 Minutes
Range: 5 Feet
Components: V, S, M
Duration: Instantaneous
This spell creates a personal undead thrall to fight for you. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your magic imbues the body with concentrated necromantic energy, creating an undead warrior to fight for you. The target becomes a skeleton if you choose bones, or a zombie if you choose a corpse (Same stats as per the Monster Manual). Your Dread Knight is however given proficiency in any equipment you choose to give it, making it possible to outfit with proper equipment at your discretion.
On each of your turns, you can use a Bonus Action to mentally Command your Dread Knight if they are within 100 feet of you. You decide what action the Knight will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the Knight only defends itself against hostile creatures. Once given an order, they will continue to follow it until its task is complete.
The Knight is under your control for 24 hours, after which it stops obeying any Command you've given it. To maintain the control of the Knight for another 24 hours, you must cast this spell on them again before the current 24-hour period ends. This use of the spell reasserts your control over one only one creature you have animated with this spell, rather than animating a new one. Due to the nature of this spell using spell slots higher than 2nd-level, You may only reassert control over any given Dread Knight by expending the same spell slot level as was used to animate them.
At Higher Levels: When you cast this spell using a 3rd-level spell slot or higher, your Dread Knight will gain the Extra Attack Feature, letting them attack twice whenever they take the Attack action on their turn.
When you cast this spell using a 4-th level spell slot or higher, your Dread Knight becomes stronger as you infuse it with more energy. If they are a skeleton, you may have them use the physical ability scores of a Minotaur Skeleton (swapping the Strength and Dexterity stats) instead of a regular one and if they are a zombie, you may have them use the physical ability scores of an Ogre Zombie instead. All of their mental stats (Intelligence, Wisdom, and Charisma) become 10 however. This grants them with some basic level of intelligence, gaining the ability to understand and speak any languages that you do.
When you cast this spell using a 5-th level spell slot or higher, your Dread Knight will have their Proficiency Bonus become equal to your own and if they are a Skeleton, gain Proficiency in Dexterity and Constitution saves while a Zombie will gain Proficiency in Strength and Constitution saves. You can also issue mental commands and communicate with them telepathically at a range of up to 1 mile away now instead.
When you cast this spell using a 6-th level spell slot or higher, your Dread Knight's attacks will always be treated as magic weapons for the purpose of damage resistances, and they may use the Hit Points/Hit Die of their upgraded forms now (from the Minotaur Skeleton or Ogre Zombie) as well as ability scores.
When you cast this spell using a 7-th level spell slot or higher, your Dread Knight gains immunity to necrotic damage and resistance to radiant damage. They will also become immune to exhaustion, paralysis, charming, fear, and even being turned.
When you cast this spell using a 8-th level spell slot or higher, your Dread Knight is now allowed to take 3 attacks whenever they take the Attack action instead of just 2. You can also issue mental commands and communicate with them telepathically so long as you are both on the same plane of existence.
When you cast this spell using a 9-th level spell slot or higher, your Dread Knight becomes much stronger now. They become resistant to bludgeoning, piercing, and slashing damage. They also inspire any other undead within 60 feet of your choice, granting advantage to all attack rolls and saving throws made.
I will admit that I've not had a chance to play anything past tier 2 for 5e myself so my set of effects after that may be too much, or too little and I am not sure on that. I was also considering the option to let you deliberately burn extra spell slots when casting this to grant additional features to your Dread Knight such as feats or other special abilities to make them even stronger at a greater cost to your own magic supply for the day.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 13 (2d8+4)
Speed: 30 ft.
Abilities: Str 10 (+0), Dex 14 (+2), Con 15 (+2), Int 6 (-2), Wis 8 (-1), Cha 5 (-2)
Saving Throws: Str +0, Dex +2, Con +2, Int -2, Wis -1, Cha -2
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 Ft., passive Perception 9
Languages: Understands All Languages It Spoke In Life But Can't Speak
Attack 1: Shortsword +4 to hit, 1d6+2 piercing damage
Attack 2: Shortbow +4 to hit, 1d6+2 piercing damage
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 13 (2d8+4)
Speed: 30 ft.
Abilities: Str 10 (+0), Dex 14 (+2), Con 15 (+2), Int 6 (-2), Wis 8 (-1), Cha 5 (-2)
Saving Throws: Str +0, Dex +2, Con +2, Int -2, Wis -1, Cha -2
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 Ft., passive Perception 9
Languages: Understands All Languages It Spoke In Life But Can't Speak
Attack 1: Shortsword +4 to hit, 1d6+2 piercing damage; 2 attacks
Attack 2: Shortbow +4 to hit, 1d6+2 piercing damage; 2 attacks
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 13 (2d8+4)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +4, Con +2, Int +0, Wis +0, Cha +0
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +6 to hit, 1d6+4 piercing damage; 2 attacks
Attack 2: Shortbow +6 to hit, 1d6+4 piercing damage; 2 attacks
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 13 (2d8+4)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +8, Con +6, Int +0, Wis +0, Cha +0
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +8 to hit, 1d6+4 piercing damage; 2 attacks
Attack 2: Shortbow +8 to hit, 1d6+4 piercing damage; 2 attacks
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 67 (9d10+18)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +8, Con +6, Int +0, Wis +0, Cha +0
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +8 to hit, 1d6+4 magic piercing damage; 2 attacks
Attack 2: Shortbow +8 to hit, 1d6+4 magic piercing damage; 2 attacks
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 67 (9d10+18)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +9, Con +7, Int +0, Wis +0, Cha +0
Vulnerabilities: Bludgeoning
Damage Resistances: Radiant
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +9 to hit, 1d6+4 magic piercing damage; 2 attacks
Attack 2: Shortbow +9 to hit, 1d6+4 magic piercing damage; 2 attacks
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 67 (9d10+18)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +9, Con +9, Int +0, Wis +0, Cha +0
Vulnerabilities: Bludgeoning
Damage Resistances: Radiant
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +9 to hit, 1d6+4 magic piercing damage; 3 attacks
Attack 2: Shortbow +9 to hit, 1d6+4 magic piercing damage; 3 attacks
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 67 (9d10+18)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +10, Con +8, Int +0, Wis +0, Cha +0
Damage Resistances: Bludgeoning, Piercing, Radiant, Slashing
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 9
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +10 to hit, 1d6+4 magic piercing damage; 3 attacks
Attack 2: Shortbow +10 to hit, 1d6+4 magic piercing damage; 3 attacks
Inspire Undead: Any undead within 60 ft. of the Dread Knight of the Necromancer's choice gain advantage on all attack rolls and saving throws made.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 22 (3d8+9)
Speed: 20 ft.
Abilities: Str 13 (+1), Dex 6 (-2), Con 16 (+3), Int 3 (-4), Wis 6 (-2), Cha 5 (-2)
Saving Throws: Str +1, Dex -2, Con +3, Int -4, Wis -2, Cha -2
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., passive Perception 8
Languages: Understands All Languages It Spoke In Life But Can't Speak
Attack 1: Slam +3 to hit, 1d6+2 bludgeoning damage
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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 22 (3d8+9)
Speed: 20 ft.
Abilities: Str 13 (+1), Dex 6 (-2), Con 16 (+3), Int 3 (-4), Wis 6 (-2), Cha 5 (-2)
Saving Throws: Str +1, Dex -2, Con +3, Int -4, Wis -2, Cha -2
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., passive Perception 8
Languages: Understands All Languages It Spoke In Life But Can't Speak
Attack 1: Slam +3 to hit, 1d6+2 bludgeoning damage; 2 attacks
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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 25 (3d8+12)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +4, Dex -2, Con +4, Int +0, Wis +0, Cha +0
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +6 to hit, 1d6+4 bludgeoning damage; 2 attacks
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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 25 (3d8+12)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +8, Dex -2, Con +8, Int +0, Wis +0, Cha +0
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +8 to hit, 1d6+4 bludgeoning damage; 2 attacks
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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 85 (9d10+36)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +8, Dex -2, Con +8, Int +0, Wis +0, Cha +0
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +8 to hit, 1d6+4 magic bludgeoning damage; 2 attacks
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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 85 (9d10+36)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +9, Dex -2, Con +9, Int +0, Wis +0, Cha +0
Damage Resistances: Radiant
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +9 to hit, 1d6+4 magic bludgeoning damage; 2 attacks
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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 85 (9d10+36)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +9, Dex -2, Con +9, Int +0, Wis +0, Cha +0
Damage Resistances: Radiant
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +9 to hit, 1d6+4 magic bludgeoning damage; 3 attacks
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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 85 (9d10+36)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +10, Dex -2, Con +10, Int +0, Wis +0, Cha +0
Damage Resistances: Bludgeoning, Piercing, Radiant, Slashing
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +10 to hit, 1d6+4 magic bludgeoning damage; 3 attacks
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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Inspire Undead: Any undead within 60 ft. of the Dread Knight of the Necromancer's choice gain advantage on all attack rolls and saving throws made.
Feel free to critique the placement of effects or balance concerns you may have.
Changelog:
4/23 - Edited wording for reasserting control, needing to be of the same level slot as used to create to avoid abuse.
4/23 - Added in a series of spoilers to display the stats and attributes of both forms of Dread Knight by the spell level used to create them. Equipment supplied by the Necromancer is not accounted for, neither is the Undead Thralls ability. Also edited the proficient saving throws of the Skeleton from Str/Dex, to Dex/Con.
Dread Knight
2nd-level necromancy
Casting Time: 5 Minutes
Range: 5 Feet
Components: V, S, M
Duration: Instantaneous
This spell creates a personal undead thrall to fight for you. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your magic imbues the body with concentrated necromantic energy, creating an undead warrior to fight for you. The target becomes a skeleton if you choose bones, or a zombie if you choose a corpse (Same stats as per the Monster Manual). Your Dread Knight is however given proficiency in any equipment you choose to give it, making it possible to outfit with proper equipment at your discretion.
On each of your turns, you can use a Bonus Action to mentally Command your Dread Knight if they are within 100 feet of you. You decide what action the Knight will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the Knight only defends itself against hostile creatures. Once given an order, they will continue to follow it until its task is complete.
The Knight is under your control for 24 hours, after which it stops obeying any Command you've given it. To maintain the control of the Knight for another 24 hours, you must cast this spell on them again before the current 24-hour period ends. This use of the spell reasserts your control over one only one creature you have animated with this spell, rather than animating a new one. Due to the nature of this spell using spell slots higher than 2nd-level, You may only reassert control over any given Dread Knight by expending the same spell slot level as was used to animate them.
At Higher Levels: When you cast this spell using a 3rd-level spell slot or higher, your Dread Knight will gain the Extra Attack Feature, letting them attack twice whenever they take the Attack action on their turn.
When you cast this spell using a 4-th level spell slot or higher, your Dread Knight becomes stronger as you infuse it with more energy. If they are a skeleton, you may have them use the physical ability scores of a Minotaur Skeleton (swapping the Strength and Dexterity stats) instead of a regular one and if they are a zombie, you may have them use the physical ability scores of an Ogre Zombie instead. All of their mental stats (Intelligence, Wisdom, and Charisma) become 10 however. This grants them with some basic level of intelligence, gaining the ability to understand and speak any languages that you do.
When you cast this spell using a 5-th level spell slot or higher, your Dread Knight will have their Proficiency Bonus become equal to your own and if they are a Skeleton, gain Proficiency in Dexterity and Constitution saves while a Zombie will gain Proficiency in Strength and Constitution saves. You can also issue mental commands and communicate with them telepathically at a range of up to 1 mile away now instead.
When you cast this spell using a 6-th level spell slot or higher, your Dread Knight's attacks will always be treated as magic weapons for the purpose of damage resistances, and they may use the Hit Points/Hit Die of their upgraded forms now (from the Minotaur Skeleton or Ogre Zombie) as well as ability scores.
When you cast this spell using a 7-th level spell slot or higher, your Dread Knight gains immunity to necrotic damage and resistance to radiant damage. They will also become immune to exhaustion, paralysis, charming, fear, and even being turned.
When you cast this spell using a 8-th level spell slot or higher, your Dread Knight is now allowed to take 3 attacks whenever they take the Attack action instead of just 2. You can also issue mental commands and communicate with them telepathically so long as you are both on the same plane of existence.
When you cast this spell using a 9-th level spell slot or higher, your Dread Knight becomes much stronger now. They become resistant to bludgeoning, piercing, and slashing damage. They also inspire any other undead within 60 feet of your choice, granting advantage to all attack rolls and saving throws made.
I will admit that I've not had a chance to play anything past tier 2 for 5e myself so my set of effects after that may be too much, or too little and I am not sure on that. I was also considering the option to let you deliberately burn extra spell slots when casting this to grant additional features to your Dread Knight such as feats or other special abilities to make them even stronger at a greater cost to your own magic supply for the day.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 13 (2d8+4)
Speed: 30 ft.
Abilities: Str 10 (+0), Dex 14 (+2), Con 15 (+2), Int 6 (-2), Wis 8 (-1), Cha 5 (-2)
Saving Throws: Str +0, Dex +2, Con +2, Int -2, Wis -1, Cha -2
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 Ft., passive Perception 9
Languages: Understands All Languages It Spoke In Life But Can't Speak
Attack 1: Shortsword +4 to hit, 1d6+2 piercing damage
Attack 2: Shortbow +4 to hit, 1d6+2 piercing damage
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 13 (2d8+4)
Speed: 30 ft.
Abilities: Str 10 (+0), Dex 14 (+2), Con 15 (+2), Int 6 (-2), Wis 8 (-1), Cha 5 (-2)
Saving Throws: Str +0, Dex +2, Con +2, Int -2, Wis -1, Cha -2
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 Ft., passive Perception 9
Languages: Understands All Languages It Spoke In Life But Can't Speak
Attack 1: Shortsword +4 to hit, 1d6+2 piercing damage; 2 attacks
Attack 2: Shortbow +4 to hit, 1d6+2 piercing damage; 2 attacks
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 13 (2d8+4)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +4, Con +2, Int +0, Wis +0, Cha +0
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +6 to hit, 1d6+4 piercing damage; 2 attacks
Attack 2: Shortbow +6 to hit, 1d6+4 piercing damage; 2 attacks
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 13 (2d8+4)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +8, Con +6, Int +0, Wis +0, Cha +0
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +8 to hit, 1d6+4 piercing damage; 2 attacks
Attack 2: Shortbow +8 to hit, 1d6+4 piercing damage; 2 attacks
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 67 (9d10+18)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +8, Con +6, Int +0, Wis +0, Cha +0
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +8 to hit, 1d6+4 magic piercing damage; 2 attacks
Attack 2: Shortbow +8 to hit, 1d6+4 magic piercing damage; 2 attacks
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 67 (9d10+18)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +9, Con +7, Int +0, Wis +0, Cha +0
Vulnerabilities: Bludgeoning
Damage Resistances: Radiant
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +9 to hit, 1d6+4 magic piercing damage; 2 attacks
Attack 2: Shortbow +9 to hit, 1d6+4 magic piercing damage; 2 attacks
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 67 (9d10+18)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +9, Con +9, Int +0, Wis +0, Cha +0
Vulnerabilities: Bludgeoning
Damage Resistances: Radiant
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +9 to hit, 1d6+4 magic piercing damage; 3 attacks
Attack 2: Shortbow +9 to hit, 1d6+4 magic piercing damage; 3 attacks
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 67 (9d10+18)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +10, Con +8, Int +0, Wis +0, Cha +0
Damage Resistances: Bludgeoning, Piercing, Radiant, Slashing
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 9
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +10 to hit, 1d6+4 magic piercing damage; 3 attacks
Attack 2: Shortbow +10 to hit, 1d6+4 magic piercing damage; 3 attacks
Inspire Undead: Any undead within 60 ft. of the Dread Knight of the Necromancer's choice gain advantage on all attack rolls and saving throws made.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 22 (3d8+9)
Speed: 20 ft.
Abilities: Str 13 (+1), Dex 6 (-2), Con 16 (+3), Int 3 (-4), Wis 6 (-2), Cha 5 (-2)
Saving Throws: Str +1, Dex -2, Con +3, Int -4, Wis -2, Cha -2
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., passive Perception 8
Languages: Understands All Languages It Spoke In Life But Can't Speak
Attack 1: Slam +3 to hit, 1d6+2 bludgeoning damage
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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 22 (3d8+9)
Speed: 20 ft.
Abilities: Str 13 (+1), Dex 6 (-2), Con 16 (+3), Int 3 (-4), Wis 6 (-2), Cha 5 (-2)
Saving Throws: Str +1, Dex -2, Con +3, Int -4, Wis -2, Cha -2
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., passive Perception 8
Languages: Understands All Languages It Spoke In Life But Can't Speak
Attack 1: Slam +3 to hit, 1d6+2 bludgeoning damage; 2 attacks
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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 25 (3d8+12)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +4, Dex -2, Con +4, Int +0, Wis +0, Cha +0
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +6 to hit, 1d6+4 bludgeoning damage; 2 attacks
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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 25 (3d8+12)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +8, Dex -2, Con +8, Int +0, Wis +0, Cha +0
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +8 to hit, 1d6+4 bludgeoning damage; 2 attacks
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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 85 (9d10+36)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +8, Dex -2, Con +8, Int +0, Wis +0, Cha +0
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +8 to hit, 1d6+4 magic bludgeoning damage; 2 attacks
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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 85 (9d10+36)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +9, Dex -2, Con +9, Int +0, Wis +0, Cha +0
Damage Resistances: Radiant
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +9 to hit, 1d6+4 magic bludgeoning damage; 2 attacks
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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 85 (9d10+36)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +9, Dex -2, Con +9, Int +0, Wis +0, Cha +0
Damage Resistances: Radiant
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +9 to hit, 1d6+4 magic bludgeoning damage; 3 attacks
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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 85 (9d10+36)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +10, Dex -2, Con +10, Int +0, Wis +0, Cha +0
Damage Resistances: Bludgeoning, Piercing, Radiant, Slashing
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +10 to hit, 1d6+4 magic bludgeoning damage; 3 attacks
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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Inspire Undead: Any undead within 60 ft. of the Dread Knight of the Necromancer's choice gain advantage on all attack rolls and saving throws made.