Magic Resistance. The black knight has advantage on saving throws against spells and other magical effects.
Multiattack. The black knight makes three longsword attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) slashing damage, plus 7 (2d6) cold damage.
Frost Nova (Recharge 5-6). The Black Knight releases a burst of icy energy in a 15-foot radius centered on itself. Each creature in that area must make a DC 14 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails the save is restrained until the end of its next turn.
Iceheart Aura. The Black Knight is surrounded by a chilling aura. Any creature that starts its turn within 10 feet of the Black Knight takes 3 (1d6) cold damage. The aura can be dispelled if the Black Knight takes fire damage equal to or greater than its current hit points.
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