Black Knight (5e Creature)
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Medium humanoid (branded), lawful neutral
Saving Throws Dexterity +9
Defensive Fighting Style. The black knight's AC increases by 1 while he is wearing armor.
Eclipse. When the black knight makes an attack, he also rolls a d12. If he rolls a 8-12, the attack deals five times the normal damage, and ignores any of the target's damage resistances or features that reduce the amount of damage the attack deals, including damage reduction.
Great Weapon Fighting Style. When the black knight rolls a 1 or 2 on a damage die for an attack with a two-handed melee weapon, he may reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Indomitable (3/Day). The black knight rerolls a saving throw that he fails.
Legendary Resistance (3/Day).* When the black knight fails a saving throw, he can choose to succeed instead.
Renewal.* The black knight recovers 15 hit points at the beginning of his turn if he has at least 1 hit point remaining.
Superior Critical. The black knight's weapon attacks score a critical hit on a d20 roll of 18-20.
Toughness. The black knight's hit point maximum is increased by 2 per hit die (included in the hit points).
* The black knight has these features only while wearing the Armor of Ashera.
Multiattack. The black knight makes two attacks with his greatsword, Alondite.
Alondite (Greatsword). Melee Weapon Attack or Ranged Spell Attack: +16 to hit, reach 5 ft. or range 15 ft., one target. Hit: 18 (2d6 + 9) slashing damage.
The Black Knight is the strongest of Daein's Four Riders, and right hand to King Daein, Ashnard himself. He is an enigmatic warrior, never seen outside of his blessed, pitch-black armor, and feared for his immense strength.