Large Undead (Human), Any Alignment
Armor Class 18 (adamantine plate)
Hit Points 45 (15d10 + 60)
Speed 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +10, DEX +5, CON +9
Skills Athletics +10, Intimidation +5
Damage Vulnerabilities Bludgeoning, Radiant
Damage Resistances Slashing, Ranged Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Prone
Senses Passive Perception 10
Languages Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Paragon Fortitude. The creature has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed.

HP Pools. 45 / 45 / 45

Paragon Exhaustion. The creature may take one complete turn in each round of combat for each hit point pool it has above zero and receives one reaction between each of its turns. When a pool of hit points has been reduced to zero, the creature loses one turn each round thereafter. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn is inserted immediately after any one PC’s turn in the initiative order.

Black Knight. The black knight has immunity to saving throws for prone, charmed, exhaustion, frightened.

Actions

Necros Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) slashing damage and 6 (2d6) necrotic damage.

 

Reactions

Grab and Toss. Whenever a creature misses an attack against this creature, it can as a legendary reaction make a grapple attempt against a creature smaller than this creature within its melee reach if it has an open hand. If the grapple attempt succeeds, it can throw the grappled creature to a space within its Strength modifier x 10 ft. The thrown creature can make a DC10 Acrobatics check to land on their feet safely, taking 2d6 bludgeoning damage on a failed save.

Legendary Actions

Frightening Roar. Once per short rest, as a bonus action, this creature can force creatures within 60 ft. of it to make a DC10 Wisdom saving throw, becoming frightened until the end of their next turn on a failed save.

Fortitude Recharge: If this creature has Paragon Fortitude, then when one Hit Point pool is reduced to 0, frightening roar recharges.

Description

Black Knights are servants to the king. They are seen as a ghost story by most, but to those who have seen their power, they terrify to the core. Standing a head taller than any normal man, and wearing slick black metal, Black Knights are a terrifying force that can change the tide of a battle.

Monster Tags: NPC

Habitat: Urban

Dreadstar301

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