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.
- radiant
- bludgeoning, piercing, and slashing from nonmagical attacks
- cold
- necrotic
- falling
- charmed
- frightened
- 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.
- Advantage on saving throws against magical effects.
- Can teleport up to 120 ft. as a bonus action.
- The knight makes three melee weapon attacks.
- 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.
- Attack: +8 to hit
- Reach 5 ft.
- One target
- Hit: (2d4 + 5) bludgeoning damage.
- 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
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- 20(+5)
- 17(+3)
- 19(+4)
- 10(+0)
- 14(+2)
- 12(+1)
- +9
- +8
Skills
Athletics
- +9
- +5
- +6
- 16
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