Brave. The knight has advantage on saving throws against being frightened.
Invincible. Damage to the Black Knight slowly removes his limbs. Arms first unless stated otherwise by attacking opponents. Arm HP: 15 each arm. Leg HP: 10 each leg. Leftover hit points do general damage. See indestructible.
Indestructible. The Black Knight can only be killed if he is decapitated. Hit points must reach zero, and then opponents must specifically say they decapitate the Black Knight in order to kill him. The Black Knight will regenerate his lost extremities and HP in 1d10 days.
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +2 to hit, reach 5ft, one target. Hit: 1 (plus strength bonus). Bite action occurs when the Black Knight has lost his arms or when he can no longer make any weapon attacks.
Parry. The knight adds 2 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
The Black Knight is an unaligned knight clad in black, who guards a tiny bridge in the forest. He challenges those who pass by to a duel, and then often kills them. Although supremely skilled in swordplay, the Black Knight is overconfident and always refuses to give up.
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