Zombie Knight (5e Creature)

Zombie Knight

Medium undead, lawful evil


Armor Class 18 (Chain mail, Shield)
Hit Points 40 (8d10+3)
Speed 30


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 4 (-3) 8 (-1) 6 (-2)

Saving Throws Str +6, Con +5
Damage Vulnerabilities Fire
Damage Resistances Necrotic
Condition Immunities Poisoned
Senses None
Languages Understands Common but cannot speak
Challenge 3 (750 XP)


Undying Might. After it's first death, a zombie knight will revive at half hp at the start of it's next turn. When it does so, the knight will lose its shield and begin to two-hand its longsword.

ACTIONS

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8/9 (1d8/10 + 4) slashing damage.

Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d4 +4) bludgeoning damage. Target must make a DC 14 STR saving throw or be pushed back 5 ft.

Raise Shield. The knight raises it's shield, gaining an additional +2 to AC and Dex saves, and reducing damage taken by 1d10 + 3. If the Zombie Knight is hit by a melee attack and does not reduce the damage to 0, it loses all bonuses to AC and Dex saves from its shield until the start of its next turn.

REACTIONS

Riposte. When the zombie knight reduces the damage from a melee attack to 0, they may make one attack with their longsword on the enemy that attacked them, if they are within range.

LEGENDARY ACTIONS

The Zombie Knight can take 1 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Zombie Knight regains spent legendary actions at the start of its turn.

Defensive Bash. The zombie knight makes a shield bash attack.

Push the Attack. The zombie knight makes a longsword attack.

A reanimated knight, taken from their grave to serve a new master, as devoted in death as they were while alive.


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