DUMB DECISION TTRPG · Library

Skeletal Knight

Medium undead, Lawful Evil

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)

Saving Throws CON +6, WIS +5

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages it knew in life but can't speak

Challenge 7

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. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (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. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Source

DSotDQ, p. 208