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DEATH KNIGHT

dk.jpg
dk.jpg

DEATH KNIGHT

12.00

Medium evil sentient undead humanoid (12d6)    

Nightmarish undead knights, fallen to evil.

STR 36 (8d6) AGI 10 (4d6) END 36 (8d6)
INT 10 (4d6) LOG 10 (4d6) WIL 21 (6d6)
CHA 10 (4d6) LUC 3 (2d6) MAG 10 (4d6)

HEALTH 120
MELEE DEFENSE 48
RANGED DEFENSE 24
MENTAL DEFENSE 24
VITAL DEFENSE 48

SOAK 29 (mastercraft platemail); VULN 1d6 (holy); IMMUNE fire   
STATUS IMMUNITIES Sick, Bleeding, Fatigued

INITIATIVE 6d6    
PERCEPTION 6d6; lifesense 50'; superior darksight   
SPEED 6; CLIMB 3; JUMP 20'/20'    
CARRY 720lb (max lift 1,800lb)                                                    

ACTIONS 2        
NATURAL DAMAGE 2d6+8
REACH 5'

Mastercraft zweihander 12d6 (46d6+8 slashing/unholy damage)
Fireball 9d6 (5d6 fire/unholy damage; range 6; 20' radius burst)    
Icy touch 9d6 (5d6 cold/unholyl damage)                                                                    

Skills heavy armor 10 (4d6), evocation* 6 (3d6), intimidation 10 (4d6), heraldry 10 (4d6), history 6 (3d6),  hardy 10 (4d6), riding 6(3d6), religion 6 (3d6), tactics 6 (3d6), swords 10 (4d6), hardy 10 (4d6), perception 3 (2d6), tactics 3 (2d6)  
Gear mastercraft zweihander, mastercraft platemail, mastercraft helm

Fear aura. The death knight has an aura of chilling fear which radiates from it to a distance of 30' in all directions. Those who begin their turn in the aura suffer a MAG (4d6) mental attack or are made Afraid.

Magic resistance. Ordinary spells crumble in a death knight's presence.  Magical attacks take a -2d6 penalty to affect the death knight.

Control undead. Undead within 60' with a WIL attribute of less than the death knight's CHA attribute (10) are automatically controlled by the death knight. They will obey all commands to the best of their ability.

Summon undead minions. Once per day, a death knight can spend both of its actions to summon 3d6 skeletons to aid or fight for it. These skeletal minions appear within 30' of the death knight. They fade away after one hour.

Word of death. With a single word, a death knight can command a foe within 30' to die. A MAG (4d6) mental attack is made; if successful, the target is reduced to 0 HEALTH and falls unconscious and dying. Any given target can only be affected by this power once per day.

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