Medium Humanoid (Any Race), Lawful Evil
Armor Class 18 (plate)
Hit Points 87 (8d12 + 20)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws STR +7, CON +7, WIS +3
Damage Resistances Slashing
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Brave. The knight has advantage on saving throws against being frightened.

Actions

Multiattack. The knight uses Shield Charge (if it is able without provoking an Attack of Opportunity) followed by two melee attacks

Greatsword/Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 10 (2d10+3) piercing damage.

Shield Charge. If the Zhentarim Knight moves at least 10 feet in a straight line and ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 18 Strength saving throw or take 10 (3d6) bludgeoning damage and be knocked prone.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the 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 d4 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 knight is incapacitated.

Bonus Actions

Smite. Immediately after the blackguard hits a target with an attack roll, the blackguard can force that target to make a DC 13 Constitution saving throw. On a failed save, the target suffers one of the following effects of the blackguard’s choice:

Blind. The target is blinded for 1 minute. The blinded target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Shove. The target is pushed up to 10 feet away and knocked prone.

 

Reactions

Parry. The knight adds 4 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Description

Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.

Monster Tags: NPC

Habitat: Urban

Burbycast

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