Chilling Aura. Whenever a creature starts its turn within 5 feet of the black knight or hits it with a melee attack while within 5 feet of it, that creature takes 3 (1d6) cold damage.
Dark Advantage. Once per turn, the black knight can deal an extra 10 (3d6) damage when they hit with a weapon attack, provided it has advantage on the attack roll.
Dark Devotion. The black knight has advantage on saving throws against being charmed or frightened.
Dark Weapons. The black knight's weapon attacks are considered magical. When it hits with any weapon, the attack deals an extra 1d6 necrotic damage.
Fearmonger. The black knight has advantage on attack rolls against any creature that is frightened of it.
Spellcasting. The black knight is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The black knight has following spells prepared:
Cantrips (at will): chill touch, green-flame blade, thaumaturgy, toll the dead
1st level (4 slots): cause fear, inflict wounds, shield of faith
2nd level (3 slots): blindness/deafness, hold person, spiritual weapon
3rd level (2 slots): fear, spirit shroud
Multiattack. The black knight makes two longsword attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage when wielded with two hands, plus 3 (1d6) necrotic damage.
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