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Outrider Grave Knight in Dungeons & Dragons 5e

Excal-heim

Outrider Grave Knight CR: 12 (8,400 XP)

Medium undead(higher), neutral
Armor Class: 17 (Muffled Splint)
Hit Points: 170 20d8+80
Speed: 40 ft

STR

16 +3

DEX

12 +1

CON

18 +4

INT

12 +1

WIS

16 +3

CHA

10 +0

Damage Vulnerabilities: radiant
Damage Immunities: necrotic, poison
Condition Immunities: poisoned
Senses: Darkvision 60ft, Passive perception 8
Languages: Common, Undead, Underdraconic
Challenge Rating: 12 (8,400 XP)

Uses WIS
Spell mod: 6
Spell Save DC: 14
At will Comprehend Languages, Summon Undead steed
3/Day each Creeping Rot, Animate Dead(in actions)   Grave Knight. He will stay dead for 1 month before getting back up.
Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.
Undead Fortitude. If damage reduces the grave knight 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 grave knight drops to 1 hit point instead.   Drops Gravelord Rapier, Muffled Splint Armor, +1 Twin-lock, and at least 2,000 silver.

Actions

Multiattack. The knight makes Three attacks per turn. the knight can replace an attack with a spell.   Graveborn Claymor. Melee Weapon Attack: +11 to hit, reach 10ft, one target. Hit: 14 2d6+7 slashing/necrotic damage The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
+1 Twin-lock. Ranged Weapon Attack: +6 to hit, range 40/120, one target. Hit: 8 1d8+4 pirecing damage. Can be used twice before reloading
Animate Dead (spell). Summon up to 3 zombies, which dig their way out of the earth.


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