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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Ghost Knight/

Ghost Knight

Ghost Knight

Medium undead, lawful evil
  • Armor Class 17 (half plate)
  • Hit Points 97 (15d8+30)
  • Speed 30 ft.
  • STR
    17 (+3)
  • DEX
    15 (+2)
  • CON
    14 (+2)
  • INT
    8 (-1)
  • WIS
    10 (+0)
  • CHA
    7 (-2)
  • Skills Athletics +6, Perception +3, Stealth +5
  • Damage Resistances necrotic
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common
  • Challenge 6 (2,300 XP)
  • Charge. If the ghost knight is mounted and moves at least 30 feet in a straight line toward a target and hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) damage.
  • Mounted Warrior. When mounted, the ghost knight has advantage on attacks against unmounted creatures smaller than its mount. If the ghost knight's mount is subjected to an effect that allows it to take half damage with a successful Dexterity saving throw, the mount instead takes no damage if it succeeds on the saving throw and half damage if it fails.
  • Turning Defiance. The ghost knight and all darakhul or ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
  • Undead Nature. A ghost knight doesn't require air, food, drink, or sleep

Actions

  • Multiattack. The ghost knight makes three melee attacks.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands, plus 10 (3d6) necrotic damage.
  • Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 10 (3d6) necrotic damage.

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