Sources
CR
Type
Size
Alignment
Movement

Skeletal Knight

Medium Undead, Lawful Evil

Armor Class 18 (plate)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
20
+5
DEX
10
+0
CON
16
+3
INT
13
+1
WIS
14
+2
CHA
10
+0
Saving Throws CON +6, WIS +5
Damage Immunities poison
Condition Immunities Exhaustion, Poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages it knew in life but can't speak
Challenge 7 (2,900 XP)

Traits

Undead Fortitude. If damage reduces the skeletal knight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, the skeletal knight drops to 1 hit point instead.

Unusual Nature. The skeletal knight doesn't require air, food, drink, or sleep.

Actions

Multiattack. The skeletal knight makes three Enervating Blade or Throwing Axe attacks in any combination.

Enervating Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:15 (3d6 + 5) necrotic damage, and if the target is a creature, it can't regain hit points until the start of the skeletal knight's next turn.

Throwing Axe. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:14 (2d8 + 5) slashing damage.

Lore

Skeletal knights are powerful Undead that arise to serve even more wicked beings—often death knights. Those who become skeletal knights were typically virtuous in life but betrayed their oaths and died in disgrace. Unable to rest, they are now unswervingly loyal to the villains they serve. Should a skeletal knight's master be destroyed, the knight regains its will and is free to pursue its own ends.