Black Knight (5e Creature)

From D&D Wiki

Jump to: navigation, search

Black Knight[edit]

Large humanoid, neutral evil


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


STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 19 (+4) 10 (+0) 14 (+2) 12 (+1)

Saving Throws Str +9, Con +8
Skills Intimidation +9, Perception +10
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 20
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.

ACTIONS

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.


Bk.png

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.

1.00
(one vote)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: