Medium Humanoid (Tortle), Lawful Evil
Armor Class 18 Plate, Shield
Hit Points 180 (19d8 + 95)
Speed 30 ft.
STR
20 (+5)
DEX
11 (+0)
CON
20 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws DEX +5, INT +9, CHA +6
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 13
Languages Celestial, Common, Primordial Common, Primordial, Elvish
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Mounted Combatant. The Black Knight has a spectral steed that he can ride into battle. While on his skeletal steed, he is considered large and gains a walking speed of 60 ft. The steed has an AC of 13 and a hp of 36. As a reaction, the Black Knight can choose to make an attack that would normally hit his steed, hit him instead. 

Mounted Mobility. While mounted if the Black Knight hits an enemy with an attack. He does not provoke attacks of opportunity from that creature until the beginning of his next turn.

Hold Breath. The Black Knight can hold its breath for up to 1 hour.

Spellcasting. The Black Knight is a 19th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): command, compelled duel, searing smite

2nd level (3 slots): hold person, find steed

3rd level (3 slots): dispel magic, find steed

4th level (3 slots): death ward, staggering smite

5th level (2 slots): destructive wave (necrotic)

Actions

Multiattack. The Black Knight makes three longsword attacks, or 2 longsword attacks and a javelin attack.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, plus 13 (3d8) Necrotic damage.

Javelin. RangedWeapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Bonus Actions

No Escape (2 charges per day). The Black Knight teleports up to 30ft to a point within 5ft of another creature that it can see. If The Black Knight cannot see a point it can teleoprt to but still decides to use this ability anyway, it teleports 30ft in a random direction (determined by rolling a d4).

Reactions

Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.

Legendary Actions

The Black Knight can take 2 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. The Black Knight regains spent legendary actions at the start of its turn.

Longsword Attack. The Black Knight makes an attack with his longsword.

Come Hither. The Black Knight emits an aura of command and directs it towards one creature that can hear it (The Black Knight does not need to see the creature). The creature must immediately use its reaction to move its full movement towards the Black Knight. Once the creature is within 5ft of the Black Knight, or has used its full movement, the effect ends and the creature stays in that space.

Grasping Chains (Recharge 5-6). Grasping black chains sprout from thin air in a 20-foot cube starting from a point within 60ft. Hostile creatures within the area must make a DC 14 strength saving throw or be grappled for 1 minute. Checks to break out of this grapple have a DC 14. The Chains have an AC of 10 and HP of 20, they are resistant to Bludgeoning, Piercing, and Slashing damage from non-magical attacks.

Legendary Resistance (1 Per Turn). If the Black Knight fails a saving throw, they can choose to succeed instead. 

Mythic Actions

Fallen Valor. The Black Knight returns to its origins once wounded, donning their Holy Mantle and praying to their long-dead God. When the Black Kight gets below 50% HP (90) they gain the Divine Smite feature.

Divine Smite. When the Black Knight hits a creature with a melee weapon attack, they can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

JazzyMcgee

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