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Spectral Knight

Medium Undead (haunting), Chaotic Evil


Armor Class 17 (natural armor)

Hit Points 67 (10d8+20)

Speed 30 ft. fly 40 ft.

STR 14 (+2)
DEX 16 (+3)
CON 14 (+2)
INT 10 (+0)
WIS 12 (+1)
CHA 18 (+4)

Saving Throws Wis +4, Cha +7

Skills Stealth +6, Intimidation +7

Damage Vulnerabilities radiant

Damage Resistances bludgeoning; piercing; slashing from nonmagical attacks

Condition Immunities charmed, frightened, paralyzed

Senses darkvision 60 ft., passive Perception 14

Languages Common, Infernal

Challenge 5 (1,800 XP) Proficiency Bonus +3


Incorporeal Movement. The spectral knight can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Legendary Resistance (3/Day). If the spectral knight fails a saving throw, it can choose to succeed instead.
Aura of Despair. Creatures within 10 feet of the spectral knight have disadvantage on saving throws against being frightened.
Innate Spellcasting. Spectral Knight's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, The spectral knight can cast its spells without needing material components.:
1st level (4 slots): shield, mage armor
2nd level (3 slots): darkness, misty step
1/day each: fear
3/day each: bane, mirror image
At will: chill touch, minor illusion
Cantrips (at will): ghostly wail, thaumaturgy

Actions

Multiattack. The spectral knight makes two spectral sword attacks.
Spectral Sword. Melee weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) necrotic damage. On a hit, the target must succeed on a DC 15 Constitution saving throw or take an additional 9 (2d8) necrotic damage and have their hit point maximum reduced by that amount until they finish a long rest.
Haunting Wail (Recharge 5-6). The spectral knight releases a dreadful wail. Every creature within 30 feet must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 18 (4d8) psychic damage and is frightened until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t frightened.

Legendary Actions

The spectral knight can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The spectral knight regains spent legendary actions at the start of its turn.

Shadow Shift. The spectral knight teleports up to 30 feet to an unoccupied space it can see.
Paralyzing Touch. The spectral knight makes a spectral sword attack. On a hit, the target must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of their next turn.
Frightening Gaze (Costs 2 Actions). The spectral knight targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be frightened of the spectral knight until the end of its next turn.

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Lore & Description

Appearance

The Spectral Knight appears as a robed figure cloaked in swirling mists, its armor is tarnished and ghostly, radiating an eerie blue glow. The knight’s eyes burn with an intense pale light, and its presence fills the air with an unsettling chill.

Behavior & Origins

Born from the betrayal of those it once protected, the Spectral Knight wanders the ruins of its abandoned fortress, seeking vengeance on the living. It can often be heard lamenting its fate, drawing the attention of foolish adventurers who dare to seek its haunted secrets.

Monster Image

Spectral Knight

Generation Info

Original prompt:
"A spectral knight that haunts an abandoned fortress"

Created: Jan 28, 2026
Modified: May 22, 2026

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