Black Knight (5e Creature)

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Black Knight[edit]

Large humanoid, neutral evil

Armor Class 20 (plate, shield)
Hit Points 76 (8d10 + 32)
Speed 30 ft.

21 (+5) 17 (+3) 19 (+4) 10 (+0) 14 (+2) 12 (+1)

Saving Throws Str +9, Con +8
Skills Intimidation +5, Perception +6
Damage Vulnerabilities cold, poison
Damage Resistances lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Damage Immunities fire
Condition Immunities charmed, frightened
Senses passive Perception 16
Languages Common
Challenge 9 (5,000 XP)

Demonslayer. When the knight hits a Medium or smaller creature with a melee weapon attack, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away from the knight and be knocked prone. Additionally, any weapon attack that the knight makes against a fiend deals an extra 7 (2d6) damage on a hit.


Multiattack. The knight makes three melee weapon attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used with two hands.

Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.

Grind (Recharge 6). The knight grinds its sword on the ground and targets one creature it can see within 10 feet of it. That creature must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 26 (4d12) slashing damage and is stunned until the end of its next turn. On a successful save, a creature takes half as much damage and is not stunned.


These black knights wield powerful weapons and serve the last orders of a mighty king. They are enemies of fiends of all kinds, though they will not hesitate to attack any who cross their paths.

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