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.