Death Knight 2014
CR 8 undead
Medium undead, chaotic evil
Unless redeemed, a destroyed death knight returns in 1d4 days, regaining all its HP and becoming active again within 10 feet of where it died.
The death knight has advantage on saves against spells and other magical effects.
The death knight doesn't require air, food, drink, or sleep.
The death knight is immune to poison damage, to exhaustion, and to the poisoned condition.
Actions
The death knight makes three Greatsword or Necrotic Bolt attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage and 7 (2d6) necrotic damage.
Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 18 (4d6+4) necrotic damage.
Bonus Actions
The death knight challenges one creature it can see within 30 feet of it. The target must succeed on a DC 15 CHA save or have disadvantage on attack rolls against creatures that aren't the knight until the end of its next turn.
Reactions
The death knight adds 3 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.
When the death knight reduces a Humanoid to 0 HP, it can absorb the creature's soul. The target must succeed on a DC 15 WIS save or immediately die, its soul becoming trapped in the death knight's sword. The death knight has advantage on attack rolls for 1 minute after absorbing a soul.<br>The creature can't be restored to life until the death knight is permanently destroyed.
Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details