Lord Soth

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Lord Soth

A death knight as seen in the fifth edition Dungeons & Dragons Monster Manual. Lord Soth is
used as the quintessential death knight. [Image courtesy Wizards of the Coast]Medium undead,
chaotic evil
Armor Class 20 (Adamantine Armor, Animated Shield)
Hit Points 250

Speed 30 ft.

STR          DEX           CON         INT         WIS       CHA

20 (+5)     11 (+0)       20 (+5)     12 (+1)   16 (+3)    18 (+4)

Saving Throws DEX +6, WIS +9, CHA +10

Damage Immunities nercrotic, poison

Condition Immunities exhaustion, frightened, poisoned

Skills Perception +5

Senses Darkvision 120 ft., passive Perception 13

Languages Abyssal, common, elvish

Challenge 18 (20,000 XP)

Legendary Resistance. (3/day) lf Lord Soth fails a saving throw he can choose to succeed instead.

Magic Resistance. Lord Soth has advantage on saving throws against spells and magical effects.

Marshal Undead. Lord Soth and any undead within 60 ft. have advantage against being turned.

Regeneration. Lord Soth regains 5 hit points at the beginning of each of his turns.

Spellcasting. Lord Soth is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save
DC 18, +10 to hit with spell attacks). He has the following spells prepared:

 1st level (4 slots): bane, inflict wounds, wrathful smite


 2nd level (3 slots): hold person, crown of madness
 3rd level (3 slots): bestow curse, dispel magic
 4th level (3 slots}: banishment, compulsion
 5th level (2 slots): destructive wave (necrotic)
Multiattack. Lord Soth makes three attacks with his Nine Lives Stealer.

Nine Lives Stealer. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8+7)
slashing damage plus 4d8 necrotic damage. On a critical hit against a creature with fewer than 100
hit points, the creature must succeed on a DC 15 Constitution saving throw or die instantly. Lord
Soth has 4 charges remaining on his Nine Lives Stealer.
Hellfire Orb (1/day). Lord Soth hurls a ball of baleful fire that explodes at a point he can see within
120 ft. Creatures in a 20 ft. radius sphere must make on a DC 18 Dexterity saving throw or take
10d6 fire and 10d6 necrotic damage on a failed save, or half the damage on a successful one.

Parry. As a reaction Lord Soth adds 6 to his AC against one melee attack that would hit him. To do
so Lord Soth must see the attacker and be wielding a melee weapon.

Lord Soth has legendary actions that can be taken at the end of another creature’s turn
(5/turn)
Attack. Lord Soth makes one attack with his Nine Lives Stealer.

Call on Shadows (Costs 2 Actions). Lord Soth summons 1d6 shadows to fight alongside him.

Vile Curse (Costs 3 Actions). Lord Soth targets one creature he can see within 30 ft. The target
must succeed on a DC 15 Wisdom saving or have disadvantage on attack rolls and ability checks.
The target can repeat the saving throw at the end of each of its turns, ending the curse on a
success.

Disrupt Life (Costs 4 Actions). Each living creature within 30 ft. of Lord Soth must succeed on a
DC 17 Constitution saving throw or take 6d6 necrotlc damage on a failed save, or half the damage
on a successful one.

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