Fire Absorption. Whenever the knight is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. The knight is immune to any spell or effect that would alter its form.
Magic Resistance. The knight has advantage on saving throws against spells and other magical effects.
Magic Weapons. The knight's weapon attacks are magical.
Multiattack. The knight makes two melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, it must see the attacker and be wielding a melee weapon.
Description
Black Knights are large, imposing enemies often found standing guard in key locations. Despite wielding different weapons, they all share the same suit of jet-black armor with horns protruding from the helmet. When provoked, Black Knights are surprisingly agile and can easily catch a player off-guard with a flurry of high damaging attacks.
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