Medium Undead, Neutral
Armor Class 18 (Pate)
Hit Points 158 (18d8 + 70)
Speed 10 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +10, CON +10, WIS +9, CHA +10
Skills Intimidation +7
Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 13
Languages the languages it knew in life
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Inner Peace. when the black knight has completed it's goal it will fade to ash. leaving behind all items on its person.

Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn’t function at the start of the revenant’s next turn. The revenant’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.

Sentinel. this creature can use multiattack on attacks of opportunity

Rejuvenation. When the revenant’s body is destroyed, its soul lingers. After 24 hours, the soul is forced back into the same body where it is healed all damages to wake up. if the soul cannot return to the body this cycle stops

Turn Immunity. The revenant is immune to effects that turn undead.

Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.

Actions

Multiattack. The revenant makes two great sword attacks.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) necrotic damage.

Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant’s next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.

Withered Warcry (3-4). until the end of the black knight's next turn it has advantage on all attack rolls and +1 on all saves

Bonus Actions

Vengeful binding. the black knight reaches out its blade and points at a target it and swears death upon it. as a bonus action on its turn the black knight can choose one creature it can see and gain the following benefits: the knight always knows the location of this creature, the knight has a +1 to AC and to saving throws from this creature, every weapon attack deals an extra 1d6 necrotic damage. the black knight can only have one target at a time.

Monster Tags: humanoid

Habitat: ArcticDesertForestHillSwampUrban

Tabana

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