Doom knight commander
From NWNWiki
Doom knight commander: The cursed, undead corruptions of once-upright paladins who fell from grace, doom knights are the scourge of all lands over which they hold dominion.
[edit] Statistics
Race: undead
Alignment: chaotic evil
Armor class: 24
Hit points: 160
Attack bonus: +16/+11
Damage: 2d6+7 slashing damage; 19-20(x2) critical hits (greatsword +3)
Hit dice (level): 9
Challenge rating: 15
| Abilities | ||
|---|---|---|
| strength | 16 | |
| dexterity | 15 | |
| constitution | 19 | |
| intelligence | 12 | |
| wisdom | 15 | |
| charisma | 12 | |
| Saves | ||
|---|---|---|
| fortitude | 10 | |
| reflex | 8 | |
| will | 8 | |
Skills: discipline (low), listen (low), search (low), spot
Feats: alertness, armor proficiency (heavy), cleave, darkvision, weapon focus (greatsword), weapon proficiency (creature), weapon proficiency (martial)
Blueprint: nw_doomkghtboss (‡)
[edit] Special abilities
Like many undead, the doom knight commander is immune to ability drain, critical hits, death magic, disease, level drain, mind-affecting spells, paralysis, poison, and sneak attacks. In addition, this creature has damage reduction 15/+1 and spell resistance 12.
A doom knight commander has several spell-like abilities that mimic spells but are not subject to interruption or counterspelling. These abilities (and their uses per day) are blade barrier (x2), dispel magic (x2), fireball (x1), power word, stun (x1), and see invisibility (x3). These abilities have a caster level of 9. Furthermore, a doom knight commander can use an aura of fear twice per day.

