Medium Humanoid, Chaotic Good
Armor Class 14 Plate
Hit Points 46 (5d12 + 10)
Speed 30 ft., walking
STR
14 (+2)
DEX
12 (+1)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +5, CON +4
Damage Vulnerabilities Psychic
Damage Resistances Cold, Fire
Condition Immunities Frightened, Incapacitated
Senses Blindsight 10 ft., Passive Perception 12
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

'Tis But A Scratch. Whenever the black knight is reduced to 0 hipoints, instead of falling unconscious, it looses a limb and regains all its hitpoints. The effects of the knight's limb loss, and wich limb it loses, are determined by the DM.

None Shall Pass. The black knight can never truly be killed, and even if it is chopped to pieces, it will continue fighting to the best of its ability. Therefore, reducing the black knight to 0 hitpoints, or rendering it incapable to continue fighting, does not grant the players any experience. Fighting the black knight, is nothing more than an absolute waste of time.

I've Had Worse. The black knight is immune to any spell or effect that would alter its form. Excluding the effects of its previously mentioned "Tis But A Scratch" trait, the benefits of his trait extend to spells or effects meant to destroy or dismember the black knight (e.g. disintegrate, or the effects of a Vorpal Sword)

Actions

Multiattack. The black knight makes up to two greatsword attacks

Greatsword. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 8 (2d6)  slashing damage. 

Kick. The black knight makes one attack with its foot. On a hit, the target must succeed on a DC 13 Strength saving throw, or be knocked prone.

Foot. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 5 (1d6)  bludgeoning damage. 

Headbutt. The black knight makes one attack with its head. On a hit, the target must succeed on a DC 13 Constitution saving throw, or be stunned until the end of its next turn.

Head. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 2 (1d4)  bludgeoning damage. 

Taunt (Recharge 5-6). The black knight goads a single creature into attacking it. The target must succeed on a DC 13 Wisdom saving throw, or have disadvantage on all attack rolls against creatures other than the black knight until the end of its next turn.

Reactions

Riposte. When a creature misses the black knight with a melee weapon attack, the black knight can use its reaction to use its Kick or Headbutt against that creature.

 

Description

The origins of the black knight, remain a mistery to this very day. Many have speculated what they are or where they come from, however no one could ever find any concrete evidence, supporting their theory. Black knights usually keep to themselves and are rarely seen within the boundaries of civilization. Black knights can most commonly be found, deep within empty forests, guarding crossroads or bridges, willing to quite literally fight to their last breath to prevent anyone from passing. It is not known why black knights show this sort of behaviour, but several cases of a black knight being chopped to pieces and still refusing to let anyone pass, have led to speculations, that they may be of undead origin. Countless scholars and alchemists have tried to study the living remains of defeated black knights, however numerous cases of these people going insane, or misteriously dissapearing, never to be seen again, have caused a noticable decrease in the occurance of these studies.

Monster Tags: abberation

Habitat: ForestMountainSwamp

TheFcknGuy

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