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Ghost Knight

Medium · Undead · CR 6 · Lawful Evil

Source. Tome of Beasts
Armor Class
17 (half plate)
Hit Points and Hit Dice
97 (15d8+30)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

STR
17
+3
DEX
15
+2
CON
14
+2
INT
8
-1
WIS
10
+0
CHA
7
-2

Overview

Category Monsters
Size Medium
Type Undead
Alignment Lawful Evil
XP 2300
Initiative Bonus +2

Movement

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

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 13

Skills

Athletics +6 Perception +3 Stealth +5

Languages

Common

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
necrotic
Condition Immunities
charmed, exhaustion, poisoned

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

Charge

If the ghost knight is mounted and moves at least 30 feet in a straight line toward a target and hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) damage.

Mounted Warrior

When mounted, the ghost knight has advantage on attacks against unmounted creatures smaller than its mount. If the ghost knight's mount is subjected to an effect that allows it to take half damage with a successful Dexterity saving throw, the mount instead takes no damage if it succeeds on the saving throw and half damage if it fails.

Turning Defiance

The ghost knight and all darakhul or ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Undead Nature

A ghost knight doesn't require air, food, drink, or sleep

Actions

Battleaxe

+6 to hit, reach 5 ft (1.5 m). Hit: 1d8 necrotic damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands, plus 10 (3d6) necrotic damage.

Bite

+6 to hit, reach 5 ft (1.5 m). Hit: 2d6 piercing damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Claws

+6 to hit, reach 5 ft (1.5 m). Hit: 2d4 slashing damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Lance

+6 to hit, reach 10 ft (3 m). Hit: 1d12 necrotic damage.

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 10 (3d6) necrotic damage.

Multiattack

The ghost knight makes three melee attacks.

About Ghost Knight

Ghost Knight is a medium undead with a Challenge Rating of 6. It has a lawful evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 97 hit points (derived from 15d8+30).

Ghost Knight has communication capabilities including Common. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Ghost Knight

2 tips available

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

  • Significant Threat: Challenging for parties of levels 5-10
  • Epic Potential: Consider legendary actions for memorable battles

Player Guide: Facing Ghost Knight

2 strategies available

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

  • Significant Threat: Prepare spells and resources
  • Team Coordination: Coordinate attacks and defenses

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 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 Ghost Knight?
Ghost Knight has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Ghost Knight?
Ghost Knight is a Medium Undead, which affects how certain spells and abilities interact with it.
What languages does Ghost Knight speak?
Ghost Knight can communicate in Common.

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