Medium Humanoid, Lawful Good
Armor Class 16 Burnt Breastplate
Hit Points 127 (17d8 + 51)
Speed 35 ft.
STR
20 (+5)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
12 (+1)
Skills Athletics +9, Perception +6
Damage Resistances Bludgeoning, Fire, Piercing, Slashing
Condition Immunities Charmed, Exhaustion, Unconscious
Senses Darkvision, Passive Perception 11
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Versatile. The Dark Knight has a variety of weapons at his disposal. He has a long sword and shield, a greatsword, and a halberd. He can swap between these weapons as a bonus action. While the shield is out the Knight gains 2 AC

 

Actions

Multiattack. The Black Knight can make 3 Longsword attacks, 2 greatsword attacks, or 2 halberd attacks.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 +5) slashing damage and 4 (1d8) radiant damage. 

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 12 (2d6+5) slashing damage and 4 (1d8) radiant damage. 

Halberd. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 9 (1d10+5) slashing damage and 4 (1d8) radiant damage.

 

Reactions

Parry. When the Black Knight is hit by a melee attack, he can make a Strength (Athletics) check against the attack roll. if the Strength (Athletics) check is higher than the attack roll, he takes no damage and can immediately make an attack against the attacker which would count as a critical hit.

Habitat: ForestGrasslandUrban

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