b'Devil, Infernal Knight \n'b'  Family:   Devils  \n'b' The edges of the figure\xe2\x80\x99s black armor plates glow red hot with the glare of hellfire leaking from them. The figure\xe2\x80\x99s eyes, glowing with that same hellfire, gleam from within its helmet as it swings its mighty sword. \n'b'  Medium   fiend  (devil),  lawful evil  \n'b'  Armor Class  18 (plate)  Hit Points  247 (26d8 + 130)  Speed  30 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX:  14 (+2)  CON:  20 (+5)  INT:  17 (+3)  WIS:  21 (+5)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +7,  Constitution  +10,  Wisdom  +10  Skills   Athletics  +12,  Insight  +10,  Perception  +10  Damage Resistances  cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered  Damage Immunities  fire, necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned   Senses   truesight  60 ft., passive  Perception  20  Languages  Infernal, telepathy 120 ft.  Challenge  16 (15,000 XP) \n'b' Special Traits \n'b'   Faultless Tracker . If the infernal knight is given a quarry by its lord, the knight knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. \n'b'  Magic Resistance . The infernal knight has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The infernal knight\xe2\x80\x99s weapon attacks are magical. \n'b'  Regeneration . The infernal knight regains 10  hp  at the start of its turn if it has at least 1  hp . \n'b'  Actions \n'b'   Multiattack . The infernal knight makes two  melee attacks  or uses its Hellfire Bolt twice. It can replace one  attack  with Reave Soul. \n'b'  Greatsword .  Melee Weapon Attack : +12 to hit, reach 5 ft., one target.  Hit : 14 (2d6 + 7) slashing damage plus 17 (5d6) necrotic damage. A creature hit by the sword must succeed on a DC 18  Constitution  saving throw or suffer disadvantage on  attack  rolls and ability checks based on  Strength  or  Dexterity  until the end of its next turn. \n'b'  Hellfire Bolt .  Ranged Spell Attack : +10 to hit, range 120 ft., one target.  Hit : 10 (3d6) fire damage plus 17 (5d6) necrotic damage. A creature hit must succeed on a DC 18  Constitution  saving throw or its  hp  maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a  long rest . The target dies if this effect reduces its  hp  maximum to 0. \n'b'  Reave Soul (Recharge 5-6) . The infernal knight targets a creature with 0  hp  that it can see within 60 feet of it. If the creature is alive, it must succeed on a DC 18  Constitution  saving throw or die and have its soul drawn into the infernal knight\xe2\x80\x99s greatsword. If the creature is dead and has been dead for less than 1 minute, its soul is automatically captured. When the infernal knight captures a soul, it regains 30  hp , and Reave Soul recharges at the start of its next turn. While a creature\xe2\x80\x99s soul is trapped, that creature can\xe2\x80\x99t be returned to life by any means short of a  wish  spell. A  banishment  spell targeted at the greatsword forces the infernal knight to make a  Charisma  saving throw against the spell. On a failed save, any souls trapped in the blade are released instead of the spell\xe2\x80\x99s normal effect. Trapped souls are also released when the infernal knight dies. \n'b'  Planar Rift (1/day) . The infernal knight magically tears a rift in the fabric of the multiverse. The rift is a portal to a plane of the infernal knight\xe2\x80\x99s choice. The portal remains open for 1 hour, during which time any creature can pass through it, moving from one plane to the other. A  dispel magic  spell targeting the rift can destroy it if the caster succeeds on a DC 18 spellcasting ability check. \n'b'  About \n'b' Few devil souls hold the necessary dedication and temperament to become an infernal knight. The knight is a trusted advisor and servant to a powerful pit fiend or arch-devil. \n'b'  Soul Stealer . An infernal knight\xe2\x80\x99s most terrifying aspect is its ability to steal the souls of its victims. The devil draws these souls into its dark blade and carries them back to its infernal master. \n'b'  Tireless Pursuer . Powerful beings who make contracts with devils sometimes think they can avoid the worst consequences of infernal bargains. Infernal knights exist primarily to prove them wrong. A knight dispatched to reclaim an indebted soul stalks tirelessly across the multiverse in search of its quarry. \n'b'  Relentless Nature . An infernal knight doesn\xe2\x80\x99t require food, drink, or sleep.'