Black Knight Commander
Medium Humanoid, lawful evil. CR 5, AC 18, 78 HP. Traits: Charge, Hateful Aura, Magic Weapons.
- Armor class
- 18
- Hit points
- 78
- Challenge
- 5
- Creature type
- Humanoid
- Size
- Medium
- Alignment
- lawful evil
Stat block
- Cha
- 15
- Con
- 14
- Dex
- 10
- Int
- 12
- Str
- 18
- Wis
- 13
- Speed
- Walk: 30
- Senses
- passive Perception 11
- Skills
- Athletics: 7
- Actions
- Multiattack. The black knight commander makes two melee attacks.
- Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.
- Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.
- Frightful Charge (Recharges after a Short or Long Rest). The black knight commander lets loose a terrifying cry and makes one melee attack at the end of a charge. Whether the attack hits or misses, all enemies within 15 feet of the target and aware of the black knight commander's presence must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Languages
- any two languages
- Saving throws
- Wisdom: 4; Charisma: 5; Strength: 7
- Special abilities
- Charge. If the black knight commander is mounted and moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage.
- Hateful Aura. The black knight commander and allies within 10 feet of the commander add its Charisma modifier to weapon damage rolls (included in damage below).
- Magic Weapons. The black knight commander's weapon attacks are made with magical (+1) weapons.
Source and licence
From Tome of Beasts.
Licence: Open Game Content (OGL 1.0a).