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The Black Knight

Medium Human, wayfarer knight, Lawful Neutral

Armor Class 21 (Hell-infused full-plate armor)
Hit Points 390
Speed: 40 ft

STR

24
( +7 )

DEX

14
( +2 )

CON

20
( +5 )

INT

14
( +2 )

WIS

16
( +3 )

CHA

20
( +5 )

Saving Throws Str +13, Con +10, Wis +10, Cha +11
Skills Athletics +13, Intimidation +11, Perception +10, Insight +10
Damage Resistances Fire, poison, cold, Bludgeoning/Piercing/Slashing from nonmagical weapons (Hellforged Armor)
Condition Immunities Frightened, charmed
Senses Darkvision 60 ft. (Hell exposure), passive Perception 20
Languages Common, Infernal, Abyssal
Challenge Rating 18
Proficiency Bonus +6

1/day: Hellfire Obliteration. (Bonus Action) The next attack made this turn deals an additional 8d6 + 30 fire damage. If it reduces a creature to 0 HP, the body and nonmagical items are reduced to ash, and its soul is destroyed.   Molten Field (1/day). As an action, the Knight transforms the terrain around him in a 50ft radius to resemble Avernus. The ground ruptures, molten magma starts to flow between the cracks, while heat waves fly towards the skies above. Everything expect the Knight himself makes a DC18 constitution save if they start their turn in that area, taking 4d6 fire damage on a fail and half as much on a succes. If someone fails their saving throw and they are not resistant to fire damage, they are struck with a heat-wave, their movement spees is halved untill the start of their next turn as their mind becomes hazy.


Second Wind (Recharges after Short Rest). As a bonus action, the knight can regain 30 (1d10 + 20) HP.
Fire Tolerance Decrease. Fire-resistant targets are treated as normal; normal as vulnerable; immune as resistant.
Master swordsman, longsword. All melee weapon attacks made with longswords and with one hand, deal an additional 1d8 slasing damage. Magic resistance. The knight has advantage on saving throws against spells.

Actions

Multiattack. The knight makes three attacks with the Blade of Belial. Blade of Belial. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 2d8+7 slashing damage + 2d6 fire damage.   Chains of Hell. The Knight chooses a creature in 100ft. The target makes a DC18 Dexterity saving throw , taking 6d6 fire damage and is restrained for 1 minute on a fail, on a succes the target takes only half the damage and is not restrained. The restrained creature can attempt to free itself at the end of its turns with a DC 18 strength or dexterity saving throw.

Reactions

Parry. The knight adds +3 to his AC against one melee attack that would hit him. He must see the attacker and be wielding a melee weapon.

Legendary Actions

The knight can use 3 legendary actions per round, only one at a time, and only at the end of another creature’s turn.   Ember Step. The knight moves up to 30 ft. without provoking opportunity attacks.   Cleave. Makes a single attack with the Blade of Belial.   Flame Cloth. The flames on the armor strike around the Knight, all creatures in a 5ft. radious around him make a DC18 DEX saving throw, taking 4d8 fire damage on a fail or half as much on a succes.


Created by

Xanip.

Statblock Type

NPC Sheet

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