Aggressive. The black-eye knight can use its bonus action to move up to its speed towards an opponent it can see.
Chill of the Boreal Valley. The black-eye knight deals an additional 4 (1d8) cold damage with its longsword attacks (included in the attack description). Creatures that take cold damage from the black-eye knight must also succeed on a DC 13 Constitution saving throw or take a cumulative 10-foot penalty to their movement until the end of their next turn.
Multiattack. The black-eye knight makes two longsword attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 4 (1d8) cold damage, or 8 (1d10 + 3) slashing damage plus 4 (1d8) cold damage if used with two hands. A creature hit by this attack must also succeed on a DC 13 Constitution saving throw or have its speed reduced by 10 feet until the end of its next turn.
Cold Breath (Recharges 5-6). The black-eye knight exhales a blast of frigid air in a 15-foot cone. Any creature caught in the area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save also has its speed reduced by 10 feet until the end of its next turn.
Description
Once proud warriors hailing from the Boreal Valley, black-eye knights are tasked to go beyond the borders of their land to rout threats to their lord's rule. The black-eyed rings that give them their might also bathe their minds with visions of endless battle, reducing them to frenzied beasts who lope on all fours to rend the flesh from their foes. They are imbued with the strength of the northern winds, and each strike from their enchanted longswords numbs the victim, slowing their movements and making them even easier prey.
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