Medium Humanoid (Any Race), Lawful Evil
Armor Class 19 (plate)
Hit Points 52 (7d8 + 16)
Speed 30 ft.
STR
19 (+4)
DEX
15 (+2)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws STR +7, CON +5, WIS +3
Damage Resistances One of the following: acid, cold, fire, lightning, or poison
Condition Immunities Charmed
Senses Passive Perception 14
Languages Common, Thieves' Cant Any one language (usually Common)
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

 

Actions

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.

Heavy 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.

Legendary Actions

Black Eagle General has 1 legendary action per day.

Celebrate Victory (Costs 1 Legendary Action). The monster celebrates its inevitable victory with its allies, two allies of its choice that can hear it and are within 60 feet, can use their reaction to either make a melee weapon attack or gain 5 temporary hit points.

Description

Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.

Lair and Lair Actions

Black Eagle General Can do 1 lair action each round!

Lightning strikes a point on the ground the creature can see within 120 feet, creating a 20-foot-high, 5-foot-radius column. Each target in the column's area must make a DC 15 Dexterity saving throw, taking 2d6 lightning damage on a failure or half damage on a success.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

 

Monster Tags: NPCbrute

Habitat: Urban

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