Demon Knight

The Demon Knight is a unique demonic creature encountered while adventuring during the Shadows of Amn and the Throne of Bhaal.
== Locations ==
===Underdark===
*Western Tunnels - When the party is within the Demogorgon Shrine chamber there are inscriptions and clues provided that suggest if an animal sacrifice is made to the large statue of Demogorgon, then the following inscription may be possible: 
Assuming the party dares to attempt this, five demon knight creatures will gate-in and appear in different locations inside the chamber. All are hostile. Is this the reward mentioned?
===Sendai's Lair===
*Holding Chambers - a demon knight along with an Abishai, a Hive Mother, a Vampire and the drow priestess Diaytha are located in the northwestern holding chamber.
===Watcher's Keep===
*Teleport Maze
**Cambion Area - Upon entering the area, the Cambion will immediately disappear when any party member comes within in visual range and depending on the party's experience level, either two or four demon knight creatures will soon appear and begin hostile actions.
===Deck of Many Things===
*The Deck of Many Things will gate forth four hostile demon knights on the second good draw if the first draw was a good draw.
== Gameplay ==
The demon knight will cast spells at detected party members, including Fireball or Remove Magic at the outset of hostilities. As the battle continues, the creature will cast various power words and symbols (there are percentage probabilities assigned to each type). The demon knight does not run out of spells, and they are launched with immediate effect as determined by timed intervals only, with no way of recognizing if a party member is immune or protected from its spells.
A demon knight will also engage an enemy in melee combat with its enchanted great sword. Due to their high weapon proficiency and being a level 18 Fighter/mage class, they have five attacks per round. Any successful strike will apply 1d10+4 slashing damage along with a +5 weapon proficiency bonus and a +6 strength bonus. Plus, there is a 50% chance of a Level drain as well, taking away 2 experience levels. There is no saving throw, and magic resistance doesn't apply. Only immunity to the effect can protect against it.
The demon knight has invisibility detection so hiding from it is impossible.
The demon knight does not have the protections or immunities afforded to most other fiends in the game. It retains only protection from Fire damage and an innate Magic resistance. It can be struck with normal weaponry.
===UDDEATH2.cre===
One of the five demon knights that spawns in the Western Tunnels (the UDDEATH2.cre - it appears right in front of the statue) has a few different stats. It has a strength of 10, different saving throw values, including a save vs. Spell value of 1, an AC bonus of 0 to all weapons, and its worth . 
It is the only demon knight that drops several high-value items instead of just the typical Two-handed Sword +1 weapon dropped by all other demon knights. It will drop the Girdle of Frost Giant Strength, the Armor of the Hart and the Soul Reaver sword. This must be the reward mentioned in the inscription. 
== Notes ==
Despite the demons assigned a Fighter-mage class, the mage experience level is only - one. While that won't affect most of its spells from a scaling perspective, it really makes its Remove Magic cast as weak as it can be, so there isn't much chance of being dispelled during a fight with one of these creatures.
== Gallery ==
UD WT Demon Knight 1.png|After summoning and then "sacrificing" a creature nearby the Demogorgon Statue - the five hostile Demon Knights appear in the shrine area.
UD WT Demon Knight Spell 3.png|Jaheira is instantly slain by a Power Word, Kill. Insufficient protective magics are the root cause of this player blunder.
== Mod content ==
===Mods:===
The Sword Coast Stratagems makes some revisions to the Demon Knight creatures. It leaves in place all of the core attributes/ability scores (even the one with a 10 strength). The mod makes the Fighter-mage levels 18/18, and thus now casts spells at level 18. An undroppable RINGDEMN.ITM is now provided to each creature so that it will benefit from certain immunities, as most demons have. The creature is immune to Poison damage as well. 30% Physical damage resistance is also provided. Five pips in weapon proficiency are retained, but also 2 pips in two-handed fighting style.
The demons can innately cast Unholy Fireball (an SCS only mod spell), Remove Magic, Power Word, Stun, Power Word, Blind, Power Word, Kill, Symbol, Fear (wizard), and Symbol, Death (wizard). A few of these can be cast more than once, but the majority are only once per day with SCS.
With SCS, some spells are not cast at targets with various protections, such as certain magic resistance thresholds, or fire resistance, or if equipped with the Cloak of Mirroring for example. The creature may select a different spell, or eligible target instead.
If the Spell Revisions mod is installed, the SR spell versions will be what the demons cast.
===Gallery:===
UD WT Demon Knight Spell.png|Jaheira is blinded by a Power Word, Blind spell cast during melee battle in the Western Tunnels. There is no saving throw for this.
UD WT Demon Knight Spell 2.png|An "Unholy Fireball" blast is unleashed by a Demon Knight, and the PC has resisted a Symbol, Death. SCS mod shown.
Mod Cambion 3.png|Four Demon Knights gate into the Cambion area.
Mod Cambion 4.png|These demons cast spells upon arrival and at any in-range enemies with the Sword Coast Stratagems mod. A Power Word, Blind fails against a party member's Magic resistance.