Medium Humanoid (Half-Giant, Human), Neutral Evil
Armor Class 25 plate
Hit Points 230 (10d10)
Speed 65 ft.
STR
20 (+5)
DEX
18 (+4)
CON
15 (+2)
INT
16 (+3)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +11, WIS +9
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Passive Perception 19
Languages Common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. Black Knight Galehaut has advantage on saving throws against spells and other magical effects.

Unstoppable Force. If the Black Knight moves at least 15 feet towards a target and then hits it with a shoulder charge, the shoulder charge deals an additional 26 (4d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed 10 feet away and knocked prone. 

Actions

Multiattack.  Galehaut makes two melee attacks.

Dark Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 10 (2d6 + 3) slashing damage and 3  D6 Necrotic damage 

 Power of the Black Knight (Recharge 5–6). The knight holds his hand out and magical energy shoots out in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire and Necrotic damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Brutish Pounce. The Black Knight can move a distance equal to half its movement towards a prone target. If this movement is enough to place them adjacent to the target, the Black Knight may attempt to attack them as part of this same bonus action.

Reactions

Parry. The Black Knight adds 5 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. if the Black Knight successfully parries someone that person takes 6 (2d6) shlasing damage and 6 (2d6) necrotic damage 

Rock Catching. If a projectile is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Legendary Actions

the Black Knight can take 4 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. Galahad regains spent legendary actions at the start of its turn.

Detect (3/day). The Black Knight makes a Perception check (DC 13) if successful they see where every creature in a 95 ft radius 

Giant's presence (2/day). Galahad can exert his presence as a spectral giant anyone within a 60-foot radius Must make a Wisdom saving throw If they fail they will become frightened 

Once more (1/battle). If Galahad were To take damage that would kill him he atomically Reduces that damage to zero and regains all of his health. He can only use this legendary action once per battle

Earthen Fury (2/round). The Black Knight lobs a bolder filled with Necrotic magic. +9 to hit, range 60/240 ft., one target. Hit 28 (8d10 + 12) bludgeoning damage and (4d6+ 6) Necrotic damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone and poisoned.

Description

The Black Knight Galehaut Is a knight clad in Heavy black armor no one knows what his face looks like but due to their brutish Strength many assume that His face is like stone and resembles that of a stone giant

Previous Versions

Name Date Modified Views Adds Version Actions
11/8/2023 3:38:01 PM
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Coming Soon
Blue_ice

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