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Black Knight

Black Knight

Medium humanoid, unaligned

Armor Class 24
Hit Points 400
Speed 40 ft.
STR
22
(+6)
DEX
17
(+3)
CON
20
(+5)
INT
12
(+1)
WIS
18
(+4)
CHA
16
(+3)
Saving Throws Con +9, Wis +8
Damage Resistances Necrotic, Radiant
Damage Immunities Slashing, Bludgeoning, and Piercing from nonmagical weapons
Condition Immunities Charmed, Frightened, Stunned
Senses Darkvision 120ft., Blindsight 30ft.
Languages None
Challenge 1 (200 XP)

Legendary Resistance. If the Black Knight fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Black Knight has Advantage on saving throws against spells and other magical effects.

Defense Form. BA - During this form, all damage received is reduced by half, however you have disadvantage on all checks based on Dex.

Offense Form. BA - During this form, you deal an extra 10 (2d10) damage of your weapons type and gain +3 to hit and saves, however all attacks towards you are at advantage. No disadvantage on stealth.

Actions

Multiattack. The Black Knight makes 3 attacks, using The Monolith

The Monolith. Melee Attack Roll: +12, Reach 5ft. Hit: 20 (3d8 + 6) Bludgeoning damage plus 7 (2d6) Radiant damage

Reactions

Parry. Trigger: The Black Knight is hit by a melee attack roll while holding a weapon. Response: The Black Knight adds 6 to its AC against that attack, possibly causing it to miss.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the Black Knight can expend a use to take one of the following actions. The Black Knight regains all expended uses at the start of each of its turns.

Tactical Retreat.. Move without provoking opportunity attacks.

Lunge.. The Black Knight moves up to half its Speed, and it makes one attack using The Monolith