Large Celestial
Armor Class 19
Hit Points 180 (19d10 + 36)
Speed
STR
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +9, CON +8, WIS +7
Damage Resistances Fire
Senses Passive Perception 17
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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.

Actions

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

Reactions

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.

Shug111

Comments

Posts Quoted:
Reply
Clear All Quotes