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).

Every licence notice Tavern Bag relies on.