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Infernal Knight

Medium · Fiend · CR 16 · Lawful Evil

Source. Creature Codex
Armor Class
18 (plate)
Hit Points and Hit Dice
247 (26d8+130)
Challenge Rating CR
16

Ability Scores

Core attributes and their modifiers.

STR
24
+7
DEX
14
+2
CON
20
+5
INT
17
+3
WIS
21
+5
CHA
20
+5

Overview

Category Monsters
Size Medium
Type Fiend
Alignment Lawful Evil
XP 15000
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Fly 60 ft (18.3 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Truesight 60 ft (18.3 m)
Passive Perception 20

Saving Throws

Dexterity +7 Constitution +10 Wisdom +10

Skills

Athletics +12 Insight +10 Perception +10

Languages

Infernal, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
fire, necrotic, poison
Damage Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities
charmed, exhaustion, frightened, poisoned

Traits

Faultless Tracker

If the infernal knight is given a quarry by its lord, the knight knows the direction and distance to its quarry as long as the two of them are on the same plane of existence.

Magic Resistance

The infernal knight has advantage on saving throws against spells and other magical effects.

Magic Weapons

The infernal knight's weapon attacks are magical.

Regeneration

The infernal knight regains 10 hp at the start of its turn if it has at least 1 hp.

Actions

Greatsword

+12 to hit, reach 5 ft (1.5 m). Hit: 2d6+7 plus 5d6 necrotic damage.

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) necrotic damage. A creature hit by the sword must succeed on a DC 18 Constitution saving throw or suffer disadvantage on attack rolls and ability checks based on Strength or Dexterity until the end of its next turn.

Hellfire Bolt

+10 to hit, range 120 ft (36.6 m). Hit: 3d6 plus 5d6 necrotic damage.

Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage plus 17 (5d6) necrotic damage. A creature hit must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.

Multiattack

The infernal knight makes two melee attacks or uses its Hellfire Bolt twice. It can replace one attack with Reave Soul.

Planar Rift

1/day

The infernal knight magically tears a rift in the fabric of the multiverse. The rift is a portal to a plane of the infernal knight's choice. The portal remains open for 1 hour, during which time any creature can pass through it, moving from one plane to the other. A dispel magic spell targeting the rift can destroy it if the caster succeeds on a DC 18 spellcasting ability check.

Reave Soul

Recharge 5–6

The infernal knight targets a creature with 0 hp that it can see within 60 feet of it. If the creature is alive, it must succeed on a DC 18 Constitution saving throw or die and have its soul drawn into the infernal knight's greatsword. If the creature is dead and has been dead for less than 1 minute, its soul is automatically captured. When the infernal knight captures a soul, it regains 30 hp, and Reave Soul recharges at the start of its next turn. While a creature's soul is trapped, that creature can't be returned to life by any means short of a wish spell.

A banishment spell targeted at the greatsword forces the infernal knight to make a Charisma saving throw against the spell. On a failed save, any souls trapped in the blade are released instead of the spell's normal effect. Trapped souls are also released when the infernal knight dies.

About Infernal Knight

Infernal Knight is a medium fiend with a Challenge Rating of 16. It has a lawful evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 247 hit points (derived from 26d8+130).

Infernal Knight has communication capabilities including Infernal, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Infernal Knight

4 tips available

When using Infernal Knight in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
  • Regeneration Counterplay: This creature regenerates HP each turn! Players must deal enough damage to overcome regeneration. Certain damage types (acid, fire) may suppress regeneration. Plan sustained damage output.

Player Guide: Facing Infernal Knight

4 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
  • Counter Regeneration: This creature regenerates HP each turn! Deal enough damage to overcome regeneration. Use acid or fire damage if it suppresses regeneration. Plan sustained damage output.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 16.

Solo Encounter:

A single character of level 20 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 27,200 XP
  • Hard: 40,800 XP
  • Deadly: 54,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Infernal Knight?
Infernal Knight has a Challenge Rating of 16, making it appropriate for parties of level 16.0.
What type of creature is Infernal Knight?
Infernal Knight is a Medium Fiend, which affects how certain spells and abilities interact with it.
What languages does Infernal Knight speak?
Infernal Knight can communicate in Infernal, telepathy 120 ft..

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