{"name":"The Black Knight","race":"Human","profession":"wayfarer knight","challenge_rating":"18","proficiency_bonus":"+6","size":"Medium","languages":"Common, Infernal, Abyssal","alignment":"Lawful Neutral","description":"","ideals":"","bonds":"","flaws":"","suggested_environments":"","armor_class":"21 (Hell-infused full-plate armor)","hit_points":"390","strength":"24","dexterity":"14","constitution":"20","intelligence":"14","wisdom":"16","charisma":"20","movement_units":"ft","base_movement":"40","fly_movement":"","burrow_movement":"","hover_movement":"","swim_movement":"","climb_movement":"","senses":"Darkvision 60 ft. (Hell exposure), passive Perception 20","skills":"Athletics +13, Intimidation +11, Perception +10, Insight +10","saving_throws":"Str +13, Con +10, Wis +10, Cha +11","damage_vulnerabilities":"","damage_resistances":"Fire, poison, cold, Bludgeoning\/Piercing\/Slashing from nonmagical weapons (Hellforged Armor)","damage_immunities":"","condition_immunities":"Frightened, charmed","spellcasting":"","cast_at_will":"","cast_one_per_day":"[b]Hellfire Obliteration.[\/b] (Bonus Action) The next attack made this turn deals an additional 8d6 + 30 fire damage. If it reduces a creature to 0 HP, the body and nonmagical items are reduced to ash, and its soul is destroyed.\r\n\r\n[b]Molten Field (1\/day).[\/b] As an action, the Knight transforms the terrain around him in a 50ft radius to resemble Avernus. The ground ruptures, molten magma starts to flow between the cracks,  while heat waves fly towards the skies above. Everything expect the Knight himself makes a DC18 constitution save if they start their turn in that area, taking 4d6 fire damage on a fail and half as much on a succes.\r\nIf someone fails their saving throw and they are not resistant to fire damage, they are struck with a heat-wave, their movement spees is halved untill the start of their next turn as their mind becomes hazy.","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Second Wind (Recharges after Short Rest). [\/b] As a bonus action, the knight can regain 30 (1d10 + 20) HP.[br]\r\n[b]Fire Tolerance Decrease.[\/b] Fire-resistant targets are treated as normal; normal as vulnerable; immune as resistant.[br]\r\n[b]Master swordsman, longsword.[\/b] All melee weapon attacks made with longswords and with one hand, deal an additional 1d8 slasing damage.\r\n[b]Magic resistance.[\/b] The knight has advantage on saving throws against spells.","actions":"[b]Multiattack.[\/b] The knight makes three attacks with the Blade of Belial.\r\n[b]Blade of Belial. [\/b]Melee Weapon Attack: +13 to hit, reach 5 ft., one target.\r\nHit:  [roll:2d8+7] slashing damage +  [roll:2d6] fire damage.\r\n\r\n[b]Chains of Hell.[\/b] The Knight chooses a creature in 100ft. The target makes a DC18 Dexterity saving throw , taking 6d6 fire damage and is restrained for 1 minute on a fail, on a succes the target takes only half the damage and is not restrained. The restrained creature can attempt to free itself at the end of its turns with a DC 18 strength or dexterity saving throw. ","bonus_actions":"","reactions":"[b]Parry. [\/b]The knight adds +3 to his AC against one melee attack that would hit him. He must see the attacker and be wielding a melee weapon.","legendary_actions":"The knight can use 3 legendary actions per round, only one at a time, and only at the end of another creature\u2019s turn.\r\n\r\n[b]Ember Step.[\/b] The knight moves up to 30 ft. without provoking opportunity attacks.\r\n\r\n[b]Cleave.[\/b] Makes a single attack with the Blade of Belial.\r\n\r\n[b]Flame Cloth. [\/b]The flames on the armor strike around the Knight, all creatures in a 5ft. radious around him make a DC18 DEX saving throw, taking 4d8 fire damage on a fail or half as much on a succes.","lair_description":"","lair_actions":"","regional_effects":"","image_gallery_id":"","source":"","tags":"","isShared":"on","templateId":"3087","blockId":"1554259","world":"b57992f4-3bad-43fb-993e-6dd9c7936bfe","folder":"29846"}