Doom knight: The cursed, undead corruptions of once-upright paladins who fell from grace, doom knights are the scourge of all lands over which they hold dominion.

Statistics Edit

Race: undead
Alignment: chaotic evil
Armor class: 24
Hit points: 76
Attack bonus: +18/+13
Damage: 2d6+10 slashing damage; 19-20(x2) critical hits (greatsword +3)

Hit dice (level): 9
Challenge rating: 10

  fortitude 10
reflex 8
will 8

Size: medium

  strength 21
dexterity 15
constitution 19
intelligence 12
wisdom 15
charisma 12
Spell resistance: 12
Damage reduction: 15/+1

Trained skills:(‡) discipline (9), listen (9), search (6), spot (12)
Feats: alertness, armor proficiency (heavy), cleave, darkvision, weapon focus (greatsword), weapon proficiency (creature), weapon proficiency (martial)

Blueprint:(‡) nw_doomkght

Special abilitiesEdit

The doom knight has the usual undead immunities to ability drain, critical hits, death magic, disease, level drain, mind-affecting spells, paralysis, poison, and sneak attacks.

A doom knight has several spell-like abilities that mimic spells but are not subject to interruption or counterspelling. These abilities (and their uses per day) are dispel magic (x2), fireball (x1), power word, stun (x1), and see invisibility (x3). These abilities have a caster level of 9. Furthermore, a doom knight can use an aura of fear twice per day.

Notes Edit

See also: doom knight commander

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