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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Black Knight Commander/

Black Knight Commander

Black Knight Commander

Medium Humanoid (Any Race), lawful evil
  • Armor Class 18 (plate)
  • Hit Points 78 (12d8+24)
  • Speed 30 ft.
  • STR
    18 (+4)
  • DEX
    10 (+0)
  • CON
    14 (+2)
  • INT
    12 (+1)
  • WIS
    13 (+1)
  • CHA
    15 (+2)
  • Saving Throws Str +7, Wis +4, Cha +5
  • Skills Athletics +7
  • Senses passive Perception $1
  • Languages any two languages
  • Challenge 5 (1,800 XP)
  • 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.

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.

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