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<title>Death Knight</title>
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<body>
<h1>Death Knight</h1>
<p><em>medium</em> <em>Undead</em></p>
<ul>
<li><strong>Armor Class:</strong> 18 (plate)</li>
<li><strong>Hit Points:</strong> 140 </li>
<li><strong>Speed:</strong> walk 30 ft.- <strong>Perception</strong>: 15</li>
<li><strong>Stealth</strong>: 10</li>
<li><strong>Challenge Rating:</strong> 8 (3,900 XP)</li>
<li><strong>Source:</strong> Black Flag,</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>+4</td>
<td>+0</td>
<td>+3</td>
<td>+1</td>
<td>+5</td>
<td>+4</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Damage Vulnerabilities:</strong> radiant</li>
<li><strong>Damage Immunities:</strong> necrotic,frightened,Undead Resilience</li>
<li><strong>Senses:</strong> darkvision 90 ft.</li>
<li><strong>Languages:</strong> Common</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Disgraced Rejuvenation:</strong> Unless redeemed, a destroyed death knight returns in 1d4 days, regaining all its HP and becoming active again within 10 feet of where it died.</li>
<li><strong>Magic Resistance:</strong> The death knight has advantage on saves against spells and other magical effects.</li>
<li><strong>Undead Nature:</strong> The death knight doesn't require air, food, drink, or sleep.</li>
<li><strong>Undead Resilience:</strong> The death knight is immune to poison damage, to exhaustion, and to the poisoned condition.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The death knight makes three Greatsword or Necrotic Bolt attacks.</li>
<li><strong>Greatsword:</strong> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6+4) slashing damage and 7 (2d6) necrotic damage.</li>
<li><strong>Necrotic Bolt:</strong> <em>Ranged Spell Attack:</em> +7 to hit, range 60 ft., one target. <em>Hit:</em> 18 (4d6+4) necrotic damage.</li>
</ul>
<h3>Bonus Actions</h3>
<ul>
<li><strong>Champion's Challenge:</strong> The death knight challenges one creature it can see within 30 feet of it. The target must succeed on a DC 15 CHA save or have disadvantage on attack rolls against creatures that aren't the knight until the end of its next turn.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Parry:</strong> The death knight adds 3 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.</li>
<li><strong>Soul Drain:</strong> When the death knight reduces a Humanoid to 0 HP, it can absorb the creature's soul. The target must succeed on a DC 15 WIS save or immediately die, its soul becoming trapped in the death knight's sword. The death knight has advantage on attack rolls for 1 minute after absorbing a soul.<br>The creature can't be restored to life until the death knight is permanently destroyed.</li>
</ul>
<h3>License</h3>
<p>This work contains material from the Black Flag Roleplaying Reference Document v0.2, © Open Design LLC d/b/a Kobold Press. Reserved Material elements in this product include all elements designated as Reserved Material under the ORC License. This product contains no Expressly Designated Licensed Material.</p>
<p>This work is licensed under the ORC License, located at the Library of Congress at TX 9-307-067, and available online at various locations including koboldpress.com/orclicense and others. All warranties are disclaimed as set forth therein.</p>
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