b'Unhallowed, Faithless Knight \n'b'  Medium   undead ,  lawful evil\n'b' STATS STR: 20 (+5) DEX:  15 (+2)  CON:  24 (+7)  INT:  11 (+0)  WIS:  12 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Armor Class  23 (plate  armor +2 ,  shield +1 )  Hit Points  161 (14d8 + 98)  Speed  30 ft., 60 ft. if mounted  Saving Throws   Strength  +10,  Constitution  +12  Skills   Intimidation  +7,  Perception  +6,  Survival  +6  Damage Immunities  necrotic, poison, psychic  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned   Senses   darkvision  60 ft., passive  Perception  16  Languages  the languages it knew in life  Challenge  15 (13,000 XP) \n'b' Special Traits \n'b'   Frightful Presence . Each creature of the faithless knight\xe2\x80\x99s choice that is within 120 feet of the knight and aware of it must succeed on a DC 18  Wisdom  saving throw or become  frightened  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the knight\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'  Magic Weapons . The knight\xe2\x80\x99s weapon attacks are magical. \n'b'  Unhallowed . If damage would reduce the unhallowed to  0 hit points  and it is not on holy ground, or has not had its true name and secret revealed, the unhallowed is reduced to 1 hit point instead. \n'b'  Actions \n'b'   Multiattack . The faithless knight makes three attacks with its greatsword or its longbow. \n'b'  Cursed Greatsword .  Melee Weapon Attack : +12 to hit, reach 5 ft., one target.  Hit : 14 (2d6 + 7) slashing damage and the target must make a DC 18  Constitution  saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this  attack  reduces its hit point maximum to 0. The reduction lasts until removed by the  greater restoration  spell or other magic. \n'b'  Longbow .  Ranged Weapon Attack : +8 to hit, range 150/600 ft., one target.  Hit : 7 (1d8 + 3) piercing damage. \n'b'  Tactics \n'b' Most faithless knights are surrounded by evil creatures that are bound to protect their master. Only once the party has conquered the hellhounds and blight wolves will they face the knight. It will use its frightful presence to drive away the weak-willed and then focus on attacking those that remain, trusting that its cursed greatsword will drain the life away from its victims. \n'b' Description \n'b' Sometimes, maybe once in a hundred years, a child favored by the gods is born. The baby seems destined for greatness: stronger, swifter, smarter or more beautiful than any other. Most of these children achieve their destiny and change the world for the better. But it is a fundamental truth of the universe that the gods expect much from those who receive their greatest gifts. \n'b' Sometimes that trust is betrayed. With a single act of treachery, a blessed individual might spurn the gods and waste their gifts. Such a violation of trust earns the eternal enmity of the gods. Such powerful individuals do not pass into the afterlife easily \xe2\x80\x93 they cling to the world of the living by sheer tenacity, knowing what punishments await them beyond. \n'b' These tormented spirits are known as the unhallowed, since they have been rejected by the gods. Their malign influence can destroy entire kingdoms as an unhallowed worms their way into the ruling family or other position of power. \n'b'  True Names and True Crimes . The unhallowed cannot be destroyed by sword or spell alone: their betrayal of the gods is the key to their fate. In a holy place, the party must confront the unhallowed, revealing its true name and the terrible act of enmity that sealed its fate. Once this is done, the creature can be fought and destroyed, though it is certain to be a grim battle. Gaining this knowledge can be a major quest, as the spirit may be centuries or millennia old and its original exploits might be only fragments of forgotten lore. \n'b'  Leader of War Bands . Most often, faithless knights lead armies of evil creatures on crusades of conquest. They are accompanied by hellhounds or blight wolves as they slaughter anyone who stands in their way, warrior or innocent. They are utterly ruthless and dishonorable. \n'b'  Corrupters of Rulers . Sometimes a faithless knight will enter the service of a lord or lady \xe2\x80\x93 usually by some guise, but sometimes an unwise noble will know the knight\xe2\x80\x99s true nature and expect to keep them under control. Nothing could be less likely. The faithless knight will corrupt those it can, and kill the rest whenever its betrayal will have the most impact.'