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Death Knight

Rating
6
Type
Undead
Size
Medium

A Death Knight is an oath-warrior whose binding vow has survived the death, corruption, or spiritual collapse of the person who made it. Some were paladins. Others were cult champions, failed saint-guards, divine soldiers, or executioners bound to dead institutions. Their power is not proof that their oath was righteous. It is proof that the oath was strong enough to keep moving after everything humane in it had failed.

Use the original Death Knight statistics. The creature should be tied to a broken oath, destroyed institution, or failed divine binding rather than to paladins as a universal corruption path.

Fight +6 Reflex +4 Perception +4 Lore (Religion) +5 Magic +5
Might +5 Fortitude +5 Stride +3 Resolve +2
Physical Defense 8 Elemental Defense 4 AP 3 Move 9m
Physical Stress 28 Mental Stress 10 Consequences Mild x2, Moderate x2, Severe

Legendary Resistance 2x per scene.

Attacks

  • Hellfire Blade (Fight +6, 1 AP) — 2d10 + 7 slashing + 1d6 necrotic damage (necrotic bypasses Physical Defense).

  • Corrupted Smite (once per turn, triggers on a margin of 3 or more) — Deals additional Radiant damage equal to Lore (Religion), doubled against living creatures.

  • Hellfire Blast (Magic +5, 2 AP, range 20m) — 2d8 necrotic + fire damage (bypasses all Defenses).

Special Abilities

  • Undead — Immune to poison, disease, fear, and exhaustion.

  • Crushing Aura (passive, 10m) — Living creatures starting their turn in range make Fortitude vs 5 or suffer -1 to all rolls until start of their next turn.

  • Marshal Undead (2 AP, once per scene) — All undead within 20m immediately take a free turn out of initiative order.

  • Hellfire Resurrection — On the round after being destroyed, roll a d6. On 5+, the Death Knight rises with 2 stress points remaining. May only occur once.