Game Master companion / Monster
Running Death Knight
An armored undead champion carries an oath past the end of life. Its damaged equipment retains the discipline of someone who still considers themselves on duty.
Prepare the scene
The armored figure straightens at your approach. Its blade leaves the floor, and a ruined voice asks for the password.
An armored undead champion carries an oath past the end of life. Its damaged equipment retains the discipline of someone who still considers themselves on duty.
Establish the surroundings, each participant’s position, and what the party can perceive before resolving the encounter. Use the current core rules for surprise and turn order when combat begins.
Run the profile
Use the following source instructions for the encounter’s actions and effects.
Blade
Use: Basic attack · Blade: Might + supplemental d8 Wound (slashing).
Signature cost
Use - Signature: Action · 1 Mana
Signature abilities
Effect - Signature: replace blade damage type with Rend (Unholy) for that attack, defending with Ward + Spirit; cannot also use a second attack. Dread.
Counterplay/relationship
Counterplay/relationship: Cunning the oath and remaining loyalties; no alignment-based immunity or automatic connection to the Council.
Present the counterplay
Cunning the oath and remaining loyalties; no alignment-based immunity or automatic connection to the Council.
Make the relevant behavior or environmental clues perceptible through the scene so the party can act on them.
Keep the mechanical profile nearby
Affinities: Vitality d6, Might d8, Agility d8, Intellect d6, Tact d6, Spirit d8.
Skill overrides: Evade d4, Ward d6.
Resolve 18; Stamina 7; Mana 6. Movement 20 feet.
Player Book idea: Undead armored champion bound to an oath.