Large Humanoid, Lawful Neutral
Armor Class 18 (plate)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +8, CON +5
Skills Athletics +5, Intimidation +4, Perception +5
Damage Resistances Fire
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Celestial
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Indomitable (2/long rest). The black knight rerolls a failed save.

Second Wind. The black knight regains 20 hit points. 

Scorched Might (1/long rest). As a bonus action, the knight wreaths itself in ash for
1 minute. While this ash is present, the knight has immunity to fire damage, and its
weapon attacks deal an additional 5 (1d10) fire damage.

Alternative Weapons. Instead of its greatsword, the black knight may instead wield a longsword and shield, shield and halberd, or a greataxe. If the black knight wields a longsword and shield, it replaces its greatsword attack with a longsword attack, which deals 12 (2d6 + 5) slashing damage, gains 2 AC, and gains the shield bash attack, which has +8 to hit, reach 5 ft., one target, and on hit, deals 8 (1d6 + 5), and the target must make a DC 15 Strength saving throw or be pushed 10 ft. backwards. If it wields a greataxe, it loses its greatsword and gains a greataxe attack, which has +8 to hit, reach 5. ft, and on hit, deals 12 (2d6 + 5) slashing damage. If it wields a halberd, it loses its greatsword, gains its aforementioned shield bash, and gains a halberd attack, which is a melee attack with a range of 10 ft. with one target, which has +8 to hit, on hit deals 14 (2d8 + 5) slashing damage, and gains 2 AC.

Actions

Multiattack. The knight makes 2 greatsword attacks.

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

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