Lord Soth

Medium Undead (Paladin), Lawful Evil
DSDQ

Lord Soth is the most powerful death knight on Krynn. Once a Solamnic Knight of the Order of the Rose, Soth was a paragon of virtue and justice who allowed his pride to lead him down an evil path. The gods gave Soth a chance at redemption, charging him with confronting the Kingpriest of Istar and averting the Cataclysm. However, he was undone by his pride, abandoned his quest, and allowed the Cataclysm to devastate Krynn. Soth perished during the Cataclysm but then rose from the ashes as an Undead horror. In his cursed castle, Dargaard Keep, Soth long ignored the ruined world, but the Dragon Queen's summons has called his evil forth once more.
In battle, Soth is a terror, wielding the last remnant of the Cataclysm's fires to devastating effect. He usually uses his Spellcasting ability only as part of his legendary actions.

AC 18 (plate)

HP 228 (24d8 + 120)

Speed 30 ft.

STR

22 (+6)

Save +6

DEX

11 (+0)

Save +6

CON

20 (+5)

Save +5

INT

12 (+1)

Save +1

WIS

16 (+3)

Save +9

CHA

20 (+5)

Save +11

Saving Throws DEX +6, WIS +9, CHA +11

Immunities Necrotic, Poison

Condition Immunities Exhaustion, Frightened, Poisoned

Senses Darkvision 120 ft., Passive Perception 13

Languages Common, Infernal, Solamnic

CR 19

Traits

Legendary Resistance (3/Day). If Soth fails a saving throw, he can choose to succeed instead.

Magic Resistance. Soth has Advantage on saving throws against spells and other magical effects.

Marshal Undead. Unless Soth is Incapacitated, he and Undead creatures of his choice within 60 feet of him are immune to features that turn Undead.

Unusual Nature. Soth doesn't require air, food, drink, or sleep.

Actions

Multiattack. Soth makes three Forsaken Brand attacks.

Forsaken Brand. Melee Attack Roll: +12, reach 5 ft. Hit: 10 (1d8 + 6) Bludgeoning damage plus 18 (4d8) Necrotic damage, and if the target is a creature, it can't regain Hit Points until the start of Soth's next turn.

Cataclysmic Fire (1/Day). Soth hurls a magical ball of fire that explodes at a point he can see within 120 feet of himself. Dexterity Saving Throw: DC 19, each creature in a 20-foot-radius Sphere centered on that point. Failure: 35 (10d6) Fire damage plus 35 (10d6) Necrotic damage. Additionally, any Medium or smaller Humanoid killed by this damage, as well as every corpse of such a creature within the Sphere, becomes a Skeleton under Soth's control. The skeleton acts on Soth's Initiative but immediately after his turn. Absent any other command, the skeleton tries to kill any non-Undead creature it encounters. Success: Half damage only.

Spellcasting. Soth casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19): At Will: Command (cast at 3rd level). 2/Day Each: Dispel Magic, Hold Person (cast at 3rd level). 1/Day: Banishment (cast at 6th level).

Word of Death (1/Day). Constitution Saving Throw: DC 19, one creature Soth can see within 60 feet of himself. Failure: 100 Necrotic damage. If this damage reduces the target to 0 Hit Points, the target dies. Success: Half damage.

Legendary Actions

Soth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Soth regains spent legendary actions at the start of his turn.

Implacable Maneuver. Soth moves up to his Speed or commands a mount he is riding to move up to its Speed. The movement from this action doesn't provoke Opportunity Attacks. If he or his mount moves within 5 feet of a creature during this movement, he can force the creature to make a DC 20 Strength Saving Throw. The creature has the Prone condition unless it succeeds on the saving throw.

Strike (Costs 2 Actions). Soth makes one Forsaken Brand attack.

Cast a Spell (Costs 3 Actions). Soth uses Spellcasting.