Medium Construct, Any Non-Chaotic Alignment
Armor Class 20 (plate)
Hit Points 150 (20d10 + 50)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
21 (+5)
INT
12 (+1)
WIS
11 (+0)
CHA
1 (-5)
Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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.

Actions

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.

Reactions

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.

Monster Tags: Armorconstructhumanoidsoldier

kringlkes

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