Magical Equipment.
The plate armor of the blackknight grants it resistance to fire damage and a +1bonus to AC. The weapons of the Black Knights have been reinforced with Twinkling Titanite, making them +1 magic weapons.
Legendary Resistance (1/Day).
If the knight fails asaving throw, it can choose to succeed instead.
Multiattack.
The Black Knight makes three attacks with its weapon.
Black Longsword.
Melee Weapon Attack:+10, reach5 ft., one target.
Hit:14 (2d8+5) slashing
Black Glaive.
Melee Weapon Attack:+10, reach 10ft., one target.
Hit:16 (2d10+5) slashing
Black Greataxe.
Melee Weapon Attack:+10, reach 5ft., one target.
Hit:18 (2d12+5) slashing
Black Greatsword.
Melee Weapon Attack:+10, reach5 ft., one target.
Hit:19 (4d6+5) slashing
Parry.
The knight adds 5 to its AC against one meleeAttack that would hit it. To do so, the knight must be able to see its attacker.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments