Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Immutable Form. The black knight is immune to any spell or effect that would alter its form.
Regeneration. The black knight regains 10 hit points at the start of its turn. If the black knight takes fire or radiant damage, this trait doesn’t function at the start of the black knight's next turn. The black knight's body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. The black armor and sword however remains, unmovable unless wished away.
Rejuvenation. When the black knight’s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and reanimates the black armor on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Turn Immunity. The black knight is immune to effects that turn undead.
Vengeful Tracker. The black knight knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the black knight are on different planes of existence. If the creature being tracked by the black knight dies, the black knight knows.
Shadowmancer. The black knight has been gifted the ability to control his shadow. As a bonus action you can summon a shadow using the shadow stat block, it shares you initiative but goes after you. This ability cannot be activated again before taking a long rest.
Shield. +2 Armor class when using his shield.
Multiattack. The black knight makes two attacks. (Or casts a spell.)
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Instead of dealing damage, the black knight can grapple the target (escape DC 14) provided the target is Large or smaller.
Sword. 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 black knight has sworn vengeance, the target takes an extra 14 (4d6) necrotic damage.
Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
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Cantrips (at will): Eldritch Blast (Agonizing), Mage Hand, Message, Mind Sliver
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1st level (4 slots): Absorb Elements, Cause Fear, Detect Magic, Shield
- 2nd level (3 slots): Darkness, Enlarge/Reduce, Hold Person, Knock
- 3rd level (3 slots): Fear, Counter-spell, Vampiric Touch
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