Black Knight Commander

Medium humanoid (Any Race), Lawful Evil

Armor Class

18 (plate armor)

Hit Points

78 (12d8+24)

Speed

walk 30 ft.

Saves

Str +7, Wis +4, Cha +5

Skills

Animal Handling +4, Athletics +7, Intimidation +5

Languages

any two languages

Challenge

5

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.