Medium Undead, Neutral Evil
Armor Class 15 plate
Hit Points 45 (1d4)
Speed 50 ft.
STR
17 (+3)
DEX
17 (+3)
CON
15 (+2)
INT
14 (+2)
WIS
14 (+2)
CHA
7 (-2)
Saving Throws STR +10, DEX +10, CON +6, INT +6, WIS +6, CHA −2
Skills Acrobatics +5
Damage Resistances Acid
Gear Longsword of Wounding
Senses Passive Perception 15
Languages commen
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Dark Sense. the black rider can sense the one ring.

Spellcasting. The black rider is a 1-level spellcaster. Its spellcasting ability is wisdom (spell save DC 12, +4 to hit with spell attacks). The black rider has following spells prepared:
1st level (5 slots): Guiding Bolt

Actions

 

Longsword of Wounding. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 11 (1d10 + 2d6) slashing damage. 

Guiding Blot. spell attack: +4 to hit, reach 5 ft., 1 target. hit: 12 (4d6) radient damage.

Bonus Actions

Horse kick. after making a secssful attack aginst a character, the black rider's horse can kick the wounded character, deling 1d4 bldgning dameg to it.

Reactions

healing darkness. when the black rider takes dameg from an attack, it can regein 1d4 hit points.

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.

Habitat: Any

nuritmidwife

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