Powerful Build. Black Knight can wield a two handed weapon in one hand.
Imbue with Flame. When Black Knight is hit with an attack that would deal fire damage Black Knight takes no damage and instead absorbs it into his blade. Until the end of his next turn his sword attacks deal 1d6 fire damage.
Multi-Attack. While wielding his sword with both hands Black Knight can attack 3 times with his greatsword.
Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 14 (2d6 + 7) slashing damage.
Shield Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 10 (1d6 + 7) bludgeoning damage. Once hit by this Attack the creature must make a DC 18 STR saving throw or be knocked prone.
Black Knight can don/doff his shield as a bonus action.
Black Knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Black Knight regains spent legendary actions at the start of its turn.
Stance. The next attack against Black Knight deals 7 (2d6) less damage
Greatsword/Shield Bash. Black Knight can make one melee attack againt a target creature.
Impaile (Costs 2 Action). Black Knight can move up to 20 ft. towards another creature and make a Greatsword attack against that creature.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Black Knight is revered and feared warrior from a long-forgotten era of heroes. Once tasked with guarding the realm's most sacred treasures, they were eventually betrayed and cursed, consigning them to an eternity of undeath and servitude. Despite this tragic fate, the Black Knights still retain their fearsome combat prowess, wielding their massive greatswords and shields with deadly efficiency. Their armor, though ancient and battered, still glimmers with the magic that imbues them with their legendary resilience and toughness. The Black Knights are a testament to the price of heroism and the dangers of hubris.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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