Death Knight* (CR 13)

Medium Undead
Alignment: Usually lawful evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision (60-foot range) and Listen +3

AC: 26 (+1 Dex, +8 full plate, +2 enhancement, +5 natural), touch 11, flat-footed 25
Hit Dice: 10d12 (65 hp); DR: 15/magic
Fort +8, Ref +4, Will +5
Speed: 20 ft. (full plate armor)
Space: 5 ft./5 ft.
Base Attack +5; Grapple +10
Attack: Touch +15 melee, or +3 greatsword +19 melee, or heavy crossbow +11 ranged
Full Attack: Touch +15 melee, or +3 greatsword +19/+14 melee, or heavy crossbow +11 ranged
Damage: Touch 1d8 plus 1 point Con, +3 greatsword 2d6+12/19-20, heavy crossbow 1d10/19-20
Special Attacks/Actions: Abyssal blast, Constitution damage, fear aura 15 ft., smite good 1/day, command undead 3/day
Abilities: Str 21, Dex 13, Con -, Int 10, Wis 14, Cha 10
Special Qualities: Aura of despair, dark blessing, detect good, immunities, poison use, SR 20, summon mount, undead followers, undead traits, (Ftr 7/Blk 3)
Feats: Cleave; Dodge; Great Cleave; Improved Initiative; Mobility; Power Attack; Improved Sunder; Weapon Focus (greatsword); Weapon Specialization (greatsword)
Skills: Climb +3, Diplomacy +5, Handle Animal +3, Hide +1, Intimidate +4, Jump +3, Knowledge (religion) +2, Listen +3, and Ride (horse) +6
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or troupe
Treasure/Possessions: Double standard

Source: Monster Manual II

Abyssal Blast (Su): Reflex save DC 15.

Fear Aura (Su): Will save DC 15.

Smite Good (Su): 1/day, +3 to one damage roll against a good opponent.

Immunities: Death knights are immune to turning, cold, electricity, and polymorph.

Spells Prepared: 1st - doom, inflict light wounds; 2nd - bull's strength. Save DC 12 + spell level.

Possessions: +2 full plate armor, +3 greatsword.

Constitution Damage (Su): Will save DC 15.

Gods of death create death knights. They are martial champions of evil. These horrible undead are most commonly raised from the ranks of blackguards, fighters, rangers, and barbarians; but a paladin who falls from grace near the moment of death may also become a death knight. Paladins who become death knights are subject to the same modifications as are presented for the blackguard.

A death knight's physical form is that of its decayed body. The face is a blackened skull covered with patches of rotting flesh, with two pinpoints of orange light in the eye sockets. The voice of a death knight is chilling, seeming to echo from deep within. Death knights were powerful people in life, and so they often wear expensive or magic clothing and armor. They are quite fond of wearing flowing capes to mark them as figures of importance.

Death knights speak the languages they knew in life.