Demonic Knight

This creature appears as a man-sized humanoid dressed in black iron armor. Its head is completely hidden behind a dull black helm.

Demonic Knight CR 12

XP 19,200
CE Medium outsider (chaotic, evil, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +26
Aura fear (30 ft., DC 18)


AC 31, touch 14, flat-footed 31 (+8 armor, +9 natural, +4 profane)
hp 94 (9d10+45)
Fort +11, Ref +4, Will +10
DR 10 cold iron or magic; SR 23


Speed 20 ft. (30 ft. base)
Melee +1 anarchic longsword +17/+12 (1d8+7/19–20) or 2 slams +15 (1d6+6)
Special Attacks breath of unlife, create spawn,
Spell-Like Abilities (CL 20th)

At willdetect magic, see invisibility, wall of ice (DC 18)
2/daydispel magic
1/dayfireball (DC 17), symbol of pain (DC 19), symbol of fear (DC 20), summon (level 9, 1d4 shadow demons, 1 vrock or marilith, 2 glabrezus or hezrous 50%)


Str 22, Dex 13, Con 20, Int 18, Wis 18, Cha 18
Base Atk +9; CMB +15; CMD 30
Feats Alertness, Blind-Fight, Cleave, Power Attack, Weapon Focus (longsword)
Skills Bluff +16, Climb +12, Diplomacy +16, Intimidate +16, Knowledge (planes) +16, Perception +26, Sense Motive +18, Spellcraft +13, Stealth +7, Survival +16; Racial Modifiers +8 Perception
Languages Abyssal, Common
Gear masterwork half-plate, +1 anarchic longsword


Breath of Unlife (Su)

Once every 1d4 rounds, the demonic knight can exhale a blast of negative energy in a 10-foot cone. Creatures in the area must succeed on a DC 20 Reflex save or take 2d4 points of Strength damage. A creature reduced to Strength 0 by a demonic knight dies. The save DC is Constitution-based.

Create Spawn (Su)

Any humanoid slain by a demonic knight’s breath of unlife becomes a shadow demon in 2d4 rounds. Spawn are under the command of the demonic knight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.


Environment any (Abyss)
Organization solitary or troupe (demonic knight plus 2–4 shadow demons)
Treasure standard

The demonic knight—known by some as a death knight—is rumored to be the creation of the great demon prince Orcus, the Prince of the Undead. Some sages doubt the validity of such a claim, since the demonic knights are not undead. Though no link has been proven, however, it is known that three of the most powerful demonic knights (Baruliis, Caines, and Arrunes) make their home on the same plane of the Abyss as the Prince of the Undead within the shadows of his great citadel. The true origins of the demonic knight lay hidden deep in the stinking pits of the Abyss, and those brave few who have dared search for these secrets have never returned. The demonic knights serve their master (whoever it may be) with unswerving loyalty. They never question their orders and never question their superior. They are often sent to the Material Plane to recruit new bodies for their master’s next plot or deception, or to punish those that have offended their lord. On some occasions, they are simply sent to another plane to corrupt and slay those that are just and good (to the delight of their master).

A demonic knight appears as a 6-foot tall humanoid dressed in black iron half-plate armor. Its head is completely hidden beneath a helmet that it never removes. A black iron longsword is slung at its hip. Some demonic knights don capes and other decorations as a badge of station. It is unknown exactly how many demonic knights exist, but they are believed to number no more than nine.

A demonic knight attacks using its longsword (or fists, if unarmed). Against powerful opponents, it attempts to use its breath of unlife to weaken its foes before slaying them. If melee goes against the demonic knight, it summons demons to aid it or cover its escape.

Section 15: Copyright Notice

Demonic Knight from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

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