Medium undead, lawful evil
- Armor Class
- 18 (plate armor)
- Hit Points
- 112 (15d8 + 45)
- Speed
- 30 ft.
- Challenge
- 7 (2,900 XP)
- Saving Throws
- Con +6, Wis +5
- Damage Immunities
- poison
- Condition Immunities
- exhaustion; poisoned
- Senses
- darkvision 60 ft., passive Perception 12
- Languages
- understands the languages it knew in life but can't speak
Traits
If damage reduces the skeletal knight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, the skeletal knight drops to 1 hit point instead.
The skeletal knight doesn't require air, food, drink, or sleep.
Actions
The skeletal knight makes three Enervating Blade or Throwing Axe attacks in any combination.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) necrotic damage, and if the target is a creature, it can't regain hit points until the start of the skeletal knight's next turn.
Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) slashing damage.