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Black Knight [LT] in Dungeons & Dragons 5e

Black Knight [LT]

Medium humanoid(human), chaotic neutral
Armor Class 20 (Plate Mail and Shield)
Hit Points 170 (12d10+10)x2
Speed 30ft

STR
20 +5
DEX
12 +1
CON
16 +3
INT
10 0
WIS
10 0
CHA
10 0

Saving Throws Strength +9, Constitution +7, Wisdom +4
Skills Athletics +13, Sleight of Hand +9, Intimidation +4, Insight +4
Damage Resistances Read Below
Senses -
Languages Common, Thieve's Cant
Challenge 8


Actions

Multiattack(3)   Flamberge. Weapon Attack, +9 to hit, 5', (1d8+5)+1d4 fire

Reactions

Lay Out. Make an AO. On hit the enemy is knocked prone and loses their remaining movement.   Oops, I tripped. If an enemy drops an item within 5' you may freely kick it 60' in a random direction.   Flamberge Special. If a creature uses their reaction to gain a bonus to AC against an attack made with this weapon, you can use your own reaction to halve the bonus the target would receive against the attack.


 

Legendary Actions

Legendary Actions (3)

  Spit Venom (1). You spit at a foe in 15', making them save against DC 13 Con Save or be blinded and poisoned for 1 round   Hobble (1). You stomp a prone opponent's limb. They must make a DC 17 Dex Save or there movement is reduced by 15' until Lesser Restoration is cast.   Shadow of Death (1). You smirk with menace at an opponent. Creatures within 20' below half health must make a DC 13 Wis save against Fear or be frightened until they make the save. Creatures save against this effect at the end of their turn, and creatures that make the save cannot be affected by this ability until they take a long rest.   Threat of Death (1). You bully allies with the consequence of failure. When you make a threat of death, allies within 30' attack with advantage and are hit with advantage for one round.


Braggart. Until you fail a save, you make saves with advantage. You regain that advantage if an ally within 20' fails a saving throw. Allies within 20' have disadvantage on saving throws.   Dishonorable. As a bonus action you may impose the blind, deaf, or poisoned condition for 1 round, rolling contested sleight of hand against acrobatics or perception.   Coward. If an opponent has damaged you within the last round they make opportunity attacks against you at disadvantage.   Martial.


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