Teleport. To use a action to teleport anywhere in the range of 65 feet. If a magical barrier is present between you and the destination, you cannot teleport.
Binding. To use a action you target a creature you can see and cast an enchanted length of chain at them. The chain burrows underground and comes up from beneath the ground to chain all the limbs of the creature you target. The rope holds them in place until you dispel the enchantment or they break the rope themselves. Target must succeed on a STR 12 saving throw. On a failed saving throw the target to restrained causing them to stop there movement type bringing them to a stop. Taking disadvantage on attacks and opponents get advantage against them, and also getting disadvantage on DEX saves.
Conjure Fog. A thick fog appears, centred around the caster. All creatures but the caster must make a CON save, or be blinded for one turn. All creatures within the fog, except the caster, can only see for 5ft and have disadvantage on Wisdom (Perception), DEX ability checks and saving throws. and the caster of this spell has advantage on all Dexterity (Stealth) checks against other creatures in the fog, and against all other creatures within 5 feet of the fog if they (the caster) are inside of the fog. Most creatures inside of the fog can only see for five feet. The fog dissipates after three rounds.
Multiattack. The knight makes two melee attacks.
Jagged Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (3d8 + 3) slashing damage. Critical hit causes bleeding damage of 1d4 per each players turn until a successful medicine check to stop bleeding.
ShockWave. Ranged weapon attack: you touch a point on the ground and it makes 30ft cone of Shock Waves doing 2d10 (force damage) to anyone in the cone, also knocking them prone. Target must succeed on a Dex 14 saving throw to land knockback.
Bludgeoning kick. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 5) Bludgeon.
The black knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The black knight regains spent legendary actions at the start of its turn.
Hell Hounds.
Upon use a 1d6 can be thrown summoning said amount of Hell Hounds, a further X + d100 must be throwing showing the amount of HP per hound. Each hound takes a combat turn straight away and then following the initiation order. Per turn the hound can make a (1d20 + 3 for attack followed by damage of 2d10 + 5) Immune to fire and Necromancy spells
Description
A towering figure clad in blackened plate, the knight moves with a predator’s grace despite his heavy armor. His broad, muscular frame radiates strength, every step accompanied by the faint hiss of shadow clinging to him like smoke. The armor itself is wrought of a dark, obsidian-like metal that seems to drink in the light, its surface carved with jagged demonic motifs. Spikes curve from his pauldrons and gauntlets, sharpening his silhouette into something more beast than man.
His helm is a nightmare wrought in steel, sculpted like the skull of some infernal creature. Twin horns twist skyward, cruel and barbed, while burning red eyes glare out from within. The lower half of the mask is set with jagged, fang-like teeth, hiding a gaunt, pale face beneath—veins pulsing faintly with unholy energy.
In his hands he wields a massive greatsword of the same unearthly metal, its edge humming with an unnatural darkness. Runes crawl along the blade’s length, their glow shifting like embers in a dying fire. The pommel bears a sigil of some forgotten fiend, thrumming with a malign will of its own.
Wherever he walks, wisps of black mist trail his steps, the air thick with a suffocating aura of menace. Shadows bend toward him as if eager to serve, whispering of a power not born of this world. The sight of him alone is enough to chill the blood—a knight not of mortal kingdoms, but of the abyss itself.
Previous Versions
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9/3/2025 9:47:48 AM
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9/3/2025 9:51:56 AM
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