D&D 5E New Monster - The Black Knight

did this because I realized the skirmish mechanic really synchronizes with lances:

Black Knight

In some worlds a Black knight on horseback is a sign of hope. This is not this world as this armor-clad warrior charges towards you to cause ill intent.

Common Braggards

Despite the propaganda by kings and bards, Black Knights are more common than you would expect to the point that it would not be a bad idea to leave it as the default.


Most Black Knights raise, reap and rape their way across the countryside. They like charging down helpless targets and setting buildings on fire. Surprisingly, they are rarely cowards as they consider most of their targets beneath them.

Black Knight
Large humanoid and beast, unaligned or any evil
Armor Class 15 (chain and shield)
Hit Points 71 (11d8+22)
Speed 50 ft.

18 (+4) 12 (+1) 14 (+2) 11 (+0) 11 (+2) 15 (+2)
Skills: Athletics +8, Deception +5,

Senses: blindsight 60 ft., passive Perception 12

Languages: Common, and two of choice

Challenge: 5 (1100 XP) Prof. +3
Charge. If the Black moves at least 30 feet straight toward a target and then hits it with a lance
attack on the same turn, the target takes an extra 21 (6d6) piercing damage.

Trampling Charge. If the Black knight moves at least 20 feet straight toward a creature and then hits
it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or
be knocked prone. If the target is prone, the black knight can make another attack with its hooves against it as a bonus actions.

Dismounted. If it is ever dismounted, the Black knight is reduced to 30 feet and cannot use the
charge or trampling charge feature. It still gets the multiattack, but must use two melee attacks (and usually switches to the sword).

Multiattack. The Black knight makes two melee attacks. One with the current weapon (Usually a lance) and one with the hooves.

Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Torch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage plus sets target on fire.

Parry. The Black knight adds 3 to its AC against one melee attack that would hit it. To do so, the Black knight must see the attacker and be wielding a melee weapon.

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