Black Knight Commander
Medium Humanoid, 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)
Senses
passive Perception 11
Saving Throws
Str +7, Wis +4, Cha +5,
Skills
Animal Handling + 4, Athletics +7, Intimidation +5
Languages
any two languages
Challenge
5 (1800 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.