Black Knight Commander — fantasy monster illustration. Black Knight Commander is a medium humanoid (Challenge Rating 5).

Image: FTTHelper

Summon a portrait of this monster
Describe it your way — Black Knight Commander is already filled in.
Summon art →

Black Knight Commander

Medium Humanoid, Lawful Evil

AC
18
HP
91
Speed
30
CR
5

False


Armor Class 18 (plate)

Hit Points 91 (14d8 + 28)

Speed 30 ft.


STR
18 (+4)
DEX
10 (+0)
CON
14 (+2)
INT
12 (+1)
WIS
13 (+1)
CHA
15 (+2)

Saving Throws Cha +5, Dex +3, Wis +4

Skills Athletics +7, Intimidation +5, Animal Handling +7

Damage Vulnerabilities False

Damage Resistances False

Damage Immunities False

Condition Immunities False

Senses passive Perception 11

Languages any two languages

Challenge 5


Traits

Hateful Presence. Each friendly creature within 10 feet of the black knight commander gains a +2 bonus on weapon damage rolls but can't use the Help action.

Locked Saddle. The black knight commander can't be knocked prone, dismounted, or moved against its will while mounted.

Mounted Charge. If the black knight commander moves at least 20 feet straight toward a creature while mounted and then hits it with a Lance attack on the same turn, the commander can use a bonus action to command its mount to make one melee weapon attack against that creature as a reaction.

Mounted Warrior. The black knight commander is rarely seen without its warhorse mount. The warhorse wears custom barding that raises is Armor Class to 15, and mounting and dismounting the warhorse costs the commander only 5 feet of movement. While the commander is mounted, its mount can't be charmed or frightened.

Actions

Multiattack. The black knight commander makes one Lance attack and two Mace attacks. If the commander is mounted, its mount can then make one Hooves attack. If both Mace attacks hit one creature, the target takes an extra 7 (2d6) bludgeoning damage.

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

Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Frightful Charge (Recharges after a Short or Long Rest). While mounted, the black knight commander lets loose a terrifying cry. It then moves up to 30 feet in a straight line and can move through the space of any Large or smaller creature. This movement doesn't provoke opportunity attacks. The first time it enters a creature's space during this move, that creature must make a DC 15 Dexterity saving throw. On a failure, a creature takes 28 (8d6) bludgeoning damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature can make a DC 15 Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

Community Images

Black Knight Commander — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

Sign in to upvote images, report inappropriate ones, and curate the entry's primary visual.

Have art for this entry? Contribute art — sign in, then use Add image.

Related entries

matched by shared tags

6 same-category · 0 cross-category

Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022