Medium Undead (Human), Lawful Evil
Armor Class 17 (GreatHelm, Full-Body Chainmail, Shield)
Hit Points 60 (7d10 + 22)
Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
15 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws STR +4, CON +4
Skills Athletics +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages Understands languages it knew in life but can't speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Multiattack. The undead knight makes two longsword attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Description

Black Knights are the reanimated corpses of long dead champion knights. Even as soulless husks, they retain the skills and martial prowess they had in life, and obediently follow the orders of the necromancer who animated them. When not carrying out a task, they simply stand still and stare into space. Dark wizards favour these undead, as they make ideal guards and soldiers. Black knights are usually dressed in tattered black surcoats and capes, which help mask their decaying bodies.

Monster Tags: undeadHuman

WizardTimeTraveller64