For use with Dungeon Crawl Classics, D20 or compatible #OSR games.
These creatures are brought forth by the most foul beings, always for nefarious purposes. They serve as bounty hunters, body guards, assassins, generals, and knights for the most terrifying of evil lords.
They are 6′-8′ tall humanoids clad in pitch black metal armor covered in spikes. Their skin is never visible when wearing one. Their natural horns sometimes protrude from their helmets and their barbed mottled red and black tails stick out from the back of the armor. Their very presence strikes fear into the hearts of those who first behold one.
Demon Knight (type III demon,): Init +4; Atk +2 Flail of Doom +10 melee (1d6+6 plus 1d4 against lawful creatures) and Hellish Longsword +10 melee (1d8+3 plus 1d6 fire) or Tail +12 melee (1d16); AC 20; HD 8d12; MV 40’; Act 3d20; SP Aura of Fear, detect good (+8 spell check), demon traits; Fire Resist 5; Summon Demonic Steed, Summon Demonic Hounds; SV Fort +8, Ref +10, Will +8; AL C.
Fear Aura: All creatures must make a DC 12 Willpower save the first time they encounter a Demon Knight or flee in fear for 1d6 rounds. This check must only be made once per day for any number of Demon Knights encountered.
Summon Demonic Steed: A demon Knight has the ability to call forth their own personal Type 2 Demonic Steed, a charcoal black bat-winged warhorse with barding, fiery eyes, and flaming hooves. Its jaws more closely resemble that of a skeletal hound with long, vicious fangs. The summoning ability is at will with an unlimited number of uses.
Summon Demonic Hounds 3x/day: The Demon Knight has the ability to summon forth a Type 1 Demonic Hound once per round as one of their actions.
There is a 10% chance each the knight’s +2 Flail, Hellish Longsword, and Demonic Full Plate Armor will not vanish when the Demon Knight is destroyed. However possessing/using these items will draw a lot of attention, including that of the gods themselves. All luck penalties associated with using these items are doubled. These items almost always are detectable as evil. The Judge may wish to add additional curses or penalties as they see fit, including possibly becoming possessed by the Demon Knight.