Builder’s Gate

Updated 2026-09-27

한국어

Monster Codex

StandardDeath Knight · Act 3

That Which Guards

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Hit points · HP
238
Armour class · AC
20
Level
12
Difficulty
Strength
20+5
Dexterity
11+0
Constitution
20+5
Intelligence
12+1
Wisdom
16+3
Charisma
18+4

Attacks and skills 9

Hellfire Orb
Level 6 spell
Hurl an exploding ball of hellfire that damages all nearby creatures and objects.
18m Dexterity saving throw
Action
Possible damage typesFire
Rush Attack
Charge forward and attack the first enemy in your way, possibly pushing them Off Balance.
9m
Action
Possible damage typesPiercing
Compelled Duel
Level 1 spell
Force an enemy to attack only you, giving it Disadvantage against other targets.
9m Wisdom saving throw
Bonus ActionLevel 1 spell slot concentration
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Pommel Strike
Make a non-lethal attack against an enemy and possibly Daze them.
Bonus Action
Possible damage typesBludgeoning
Lacerate
Slash at your target's vital points to make it Bleed.
Action
Searing Smite
Level 1 spell
Deal an extra 1d6 Fire damage and set your target on fire: it takes 1d6 Fire damage every turn.
Action concentration
Possible damage typesFire
Wrathful Smite
Level 1 spell
Possibly Frighten your target. They'll have Disadvantage on Ability Checks and Attack Rolls and be unable to move.
Action concentration
Possible damage typesPsychic
Staggering Smite
Level 4 spell
Possibly Stagger your target. It can't take reactions and is more likely to miss.
Action concentration
Possible damage typesPsychic

Traits 12

Opportunity Attack

Automatically attack an enemy moving out of your reach.

Darkvision

You can see in the dark up to 12m.

Improved Extra Attack

You can make two additional attacks after attacking with your main-hand weapon.

Dazing Smite

On a hit infused with one of your Smites, the target must succeed a Constitution Saving Throw or become Dazed.

Additional Spell Slot

You gain 1 Level 1 spell slots.

Dreadful Hewer

Your foes have Disadvantage on Saving Throws to resist your spells or actions that inflict Fear.

Shield Bash

When a foe hits you with a melee attack, you can use your reaction, to knock it Prone unless they succeed a Dexterity Saving Throw.

Magic Resistance

Has Advantage on Saving Throws against spells and other magical effects.

Revenant's Ire

This profane entity's weapon attacks deal an additional 4d8 Necrotic damage.

Parry

Parry the next melee attack that hits you to reduce the damage by [1].

Riposte

When a hostile creature misses you with a melee attack, expend a superiority die to retaliate with a powerful strike that deals an additional [1] damage.

Darkness Rules

No game description available.

4 internal effects have no display name.

Initial conditions and difficulty effects 1

Marshal Undead

An undying magnetism grants the Death Knight and nearby undead Advantage against being Turned.
Statistics and references

Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.