Medium Humanoid (Any Race, Human), Neutral Evil
Armor Class 15 plate
Hit Points 52 (9d20 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
17 (+3)
CON
14 (+2)
INT
19 (+4)
WIS
19 (+4)
CHA
12 (+1)
Saving Throws CON +4, INT +6, WIS +6
Condition Immunities Charmed, Frightened
Senses Passive Perception 10
Languages Common
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Brave. The knight has advantage on saving throws against being frightened.

Actions

Multiattack. The knight makes two melee attacks.

Darkshovel. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Dark Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions

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

Black Knight, new leader of the Order of No Quarter. He has dark black armor all over covering every inch of his body. Red horns protrude from his helmet and devilish red palettes on his armor.

Monster Tags: NPCHuman

Habitat: GrasslandHillMountainUrban

OwenMalak94332

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