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DEATH KNIGHT and Minions - DRAFT 1

A Death Knight is a powerful undead creature created from a fallen lawful fighter or paladin. It has high armor class and hit points, and can summon a Death Steed. It wields powerful magic, including fear aura, wall of ice, detect magic, dispel magic, and deadly spells. It is a formidable foe accompanied by 2d4+2 Skeletal Heroes who fight with magical swords and cast spells.

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0% found this document useful (0 votes)
46 views2 pages

DEATH KNIGHT and Minions - DRAFT 1

A Death Knight is a powerful undead creature created from a fallen lawful fighter or paladin. It has high armor class and hit points, and can summon a Death Steed. It wields powerful magic, including fear aura, wall of ice, detect magic, dispel magic, and deadly spells. It is a formidable foe accompanied by 2d4+2 Skeletal Heroes who fight with magical swords and cast spells.

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helio junior
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We take content rights seriously. If you suspect this is your content, claim it here.
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DEATH KNIGHT 

Armor Class: 0 
Hit Dice: 11+2 
Move: 90’ (30’) 
Attacks: 1 
Damage: As weapon +3 (Str) + Magic (if any) 
No. Appearing: 1 
Save As: Fighter 11 
Morale: 11 
Treasure Type: Nil 
Alignment: Chaotic 
 
The death knight - and there are only twelve of these dreadful 
creatures known to exist - is a horrifying form of lich created by 
a demon prince from a fallen Lawful Fighter or Paladin. The 
Death Knight itself cannot be turned or dispelled but it has 
power over undead equivalent to that of a 6th level chaotic 
cleric. It has 75% magic resistance, and if 11 or lower is rolled 
on percentage dice a magic spell will be re ected back at the 
caster (roll each time a spell is attempted). 
The death knight wears chainmail or plate-mail armour but is 
always treated as armour class 0. It has 18 strength and usually 
attacks with a sword (80% chance of this being a magical 
sword). It will usually be riding a Death Steed, one of which 
can be summoned to serve a Death Knight every ten years.  
The fearsome powers of the Death Knight derive largely from 
its use of magic. It continually generates fear in a 5' radius, can 
create a wall of ice at will and has innate powers of detect magic 
and detect invisibility. Twice a day it can dispel magic. Once per 
day a death knight can use Hold Monster, Death Spell, Cause 
Serious Wounds and generate a 20-dice reball.  
A death knight will speak 2-4 languages in addition to its 
alignment tongue and the common tongue. 
A Death Knight will be armed with either a Sword (60%) or 
Two-Hand Sword (40%).  
Their weapon has an 80% chance to be magical. If it is magical it will 
be +1 (50%), +2 (25%), +2 with a power (15%) or +3 (10%). 
A Death Knight may be accompanied by a loyal bodyguard (2d4+2) 
of Skeletal Heroes.  
   
Skeletal Hero 
Armor Class: 3 
Hit Dice: 4 
Move: 90’ (30’) 
Attacks: 1 
Damage: 1d10 +1 
No. Appearing: 3-6 (1d4+2) 
Save As: Fighter 4 
Morale: 12 
Treasure Type: Nil 
Alignment: Chaotic 
 
Following their lord into damnation the Skeletal Hero is a 
terrifyingly potent opponent. Garbed in chainmail or scale armour 
(though they always have an AC 3) and armed with magical 
Two-Handed Swords (+1) they are silent, relentless and intelligent 
warriors. They are fearless and, like their lord, cannot be turned by 
Clerics.  
Once a day the Skeletal Hero may cast Magic Missile (2 Missiles) and 
Silence (15’ Radius). They usually cast the Silence upon themselves 
and ght in total silence. 
They can (60% chance) have a Skeletal Steed. 

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