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2nd Black Knight

Large humanoid, neutral evil
  • AC: 23 (plate, shield) OR 21 (plate, no shield)
  • HP: 250 (At 150 hp or lower he throws shield)
  • Speed 30 ft.
  Damage Vulnerabilities:
  • radiant
Damage Resistances:
  • bludgeoning, piercing, and slashing from nonmagical attacks
  • cold
Damage Immunities:
  • necrotic
  • falling
Condition Immunities:
  • charmed
  • frightened
  Features   Heavy Weapon (Two-handed):
  • 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 target deals an extra (2d6) damage on a hit.
Magical Resistance:
  • Advantage on saving throws against magical effects.
Teleport (3/day):
  • Can teleport up to 120 ft. as a bonus action.
  ACTIONS   Multiattack:
  • The knight makes three melee weapon attacks.
  Greataxe: Melee Weapon
  • Attack: +8 to hit
  • Reach 10 ft.
  • One target
  • Hit: (2d10 + 5) slashing damage, or 16 (2d12 + 5) slashing damage if used with two hands.
  Shield Bash: Melee Weapon
  • Attack: +8 to hit
  • Reach 5 ft.
  • One target
  • Hit: (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 (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.
Ability Scores   STR 
  • 20(+5)
DEX 
  • 17(+3)
CON 
  • 19(+4)
INT 
  • 10(+0)
WIS 
  • 14(+2)
CHA
  • 12(+1)
Saving Throws   STR
  • +9
CON
  • +8
Skills    Athletics
  • +9
Intimidation 
  • +5 
Perception 
  • +6
Senses    Passive Perception 
  • 16

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