Medium Fey, Chaotic Evil
Armor Class 18 (plate)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Skills Athletics +4, Intimidation +2
Damage Immunities Cold, Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages Abyssal, Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Magic Resistance. The black knight has advantage on saving throws against spells and other magical effects.

 

Actions

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.

PokketGM

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