Medium Humanoid, Lawful Neutral
Armor Class 25 (Burnt Breastplate)
Hit Points 672 (30d20 + 172)
Speed 40 ft.
STR
25 (+7)
DEX
14 (+2)
CON
20 (+5)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws STR +15, CON +13, WIS +8
Skills Athletics +9, Intimidation +15, Perception +5, Survival +9
Damage Vulnerabilities Cold, Necrotic, Poison
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons, Ranged Attacks
Condition Immunities Blinded, Charmed, Frightened
Senses Unknown Can sense movement up to 15ft away rendering sneak attacks useless unless from a bow or thrown weapon., Passive Perception 13
Languages Any one language (usually Draconic)
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Dark Soul. The black knight cannot be frightened or charmed.

 Loyalty. If a player tries to use any Charisma roll against the black knight, they must roll with disadvantage.

Actions

Multiattack(Combo). The knight makes three melee attacks. With each successful hit 15 is added to damage. Example: first roll 15+15=30 next hit 30+15=45 last hit 45+15=60 total 135 if all three hit. If middle attack misses reroll damage for third.

Glaive. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing or piercing damage.

Greatsword(one-handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) slashing damage.

Ultra Greatsword(versatile). Melee Weapon Attack: +10 to hit, reach 5 ft., one target plus two adjacent. Hit: 17 (2d10(2d12) + 5) slashing damage.

Leadership (Recharges after a Short or Long Rest). For 1 hour, the black knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the black knight is incapacitated.

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 from the attack, and can immediately make an attack against the original attacker.

Legendary Actions

Unblockable. Usable up to three times the Black Knight may choose to make an attack that would fail succeed.

Description

Black Knights are large, imposing enemies often found standing guard in key locations. Despite wielding different weapons, they all share the same suit of jet-black armor with horns protruding from the helmet. When provoked, Black Knights are surprisingly agile and can easily catch a player off-guard with a flurry of high damaging attacks. Black Knights were the elite knights of Gwyn, the first Lord of Cinder. However, they were burnt to ashes, leaving only their ghosts to wander the land.

Monster Tags: NPCundeadhumanoid

Habitat: ForestMountainSwampUrban

Otoeman38

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