Sepulcher Knight of Harrowvane
Armor Class: 20
Hit Points: 190
Speed: 30 ft.
Saving Throws: strength, constitution, wisdom, charisma
Skills: Athletics +10, Intimidation +9, Perception +8, Religion +7
Damage Resistances: Bludgeoning (nonmagical), Cold, Necrotic
Damage Immunities: Poison
Condition Immunities: Frightened, Poisoned, Exhaustion
Senses: darkvision 120 ft., passive Perception 18
Languages: Common, Abyssal
Challenge: 15 (13,000 XP)
STR 20 (+5)
DEX 12 (+1)
CON 20 (+5)
INT 14 (+2)
WIS 16 (+3)
CHA 18 (+4)
Traits
- Magic Resistance. The knight has advantage on saving throws against spells and other magical effects.
- Oathbound Revenant. The knight swore to hold Harrowvane's gate and was buried beneath it. If reduced to 0 hit points within 1 mile of its own grave-marker, the knight crumbles to ash and reforms there at dawn with half its hit points, unless the marker has been unmade by a wish spell or by a living heir of Harrowvane speaking the knight's true name over it.
- Marshal Undead. Undead creatures of the knight's choosing within 60 feet of it cannot be turned while the knight is conscious, and they add the knight's Charisma modifier (+4) to their saving throws against effects that would destroy or banish them.
Spellcasting
Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks).
- Level 1. Command, Hellish Rebuke
- Level 2. Darkness
- Level 3. Dispel Magic
- Level 4. Blight
Actions
- Multiattack. The knight makes three Longsword attacks.
- Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 3d10 + 5 slashing damage. The blade drinks what it cuts. The target takes an extra 9 (2d8) necrotic damage, and its hit point maximum is reduced by that amount until it finishes a long rest.
- Hellfire Orb (Recharges after a Long Rest). Hit: 10d6 fire damage. The target must succeed on a DC 17 Dexterity saving throw, taking half as much damage on a successful one. The knight hurls a guttering sphere of grave-fire to a point it can see within 120 feet, where it erupts in a 20-foot-radius sphere.
Bonus Actions
- Grave Step. The knight sinks into the ground and rises from a patch of consecrated or grave-turned earth it can see within 30 feet, leaving a scatter of cold ash behind. It cannot use this ability while grappled or restrained.
Reactions
- Parry. The knight adds 4 to its AC against that attack, potentially causing it to miss. To do so, the knight must be wielding a melee weapon.
Legendary Actions
- Sword Stroke.
- Grave Wind. A cold wind smelling of turned earth sweeps out from the knight. Each creature within 15 feet must succeed on a DC 17 Constitution saving throw or have its speed halved until the end of its next turn.
- Rally the Fallen. The knight raises its broken banner. Up to three undead of CR 5 or lower within 60 feet that can see it may immediately move up to their speed and make one weapon attack as a reaction.
Lair Actions
- Gate That Will Not Open. Every door, portcullis, and grate within the cathedral slams and seals. Until the next lair action, opening any of them requires a successful DC 17 Strength (Athletics) check made as an action.
- Roll of the Dead. The names of Harrowvane's fallen garrison are spoken from the walls in a dry chorus. Each non-undead creature that can hear them must succeed on a DC 17 Wisdom saving throw or be frightened of the knight until the end of its next turn.
Regional Effects
- No Bell Will Ring. Within 1 mile of Harrowvane, bells, horns, and other alarms produce no sound. Spells and abilities that rely on an audible signal at range fail unless cast at 5th level or higher.
- The Ground Remembers Its Dead. Corpses left on open ground within 1 mile of the cathedral sink beneath the soil overnight and cannot be recovered by nonmagical means. A creature that finishes a long rest in this area gains no benefit from it unless it rests on consecrated stone.