Undead Fortitude. If damage reduces the Risen Knight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Undead Fervor. If the Risen Knight fails its Con saving throw for the Undead Fortitude ability. On it's subsequent turns it will not make death saving throws. It will remain prone and can take no actions other than gaining 1d6 hit points until the Risen Knight has regained at least half of its original hit points. As the Risen Knight gains hits points from this manner a faint greenish grey aura pulses from them (a Perception of 14 will make this obvious to other characters). Any effects that would prevent healing or health regeneration will prevent any health gained this way. Additionally if the Risen Knight falls at or below -35 hit points, after falling to zero hit points, it is permanently dead. While prone from Undead Fevor, the Risen Knight can receive and take damage to get it to or past -35 hit points.

Unholy Taunt. (resets at Midnight) Once per day the Risen Knight can taunt all foes within a 60ft radius. All creatures and characters not of an evil alignment must make a Wisdom Saving throw DC 18; on a failed save they must spent their next turn melee attacking the Risen Knight. If not in melee range, they must use all their movement including the dash action if necessary, to get within melee range. During this turn the creatures/characters cannot take any other actions or movements. If they have a multi attack, they may use all additional attacks on the Risen Knight.